I modeled the blockout for the alpha hound's armor. The red fabric shape will be alpha'd out for a more interesting silhouette. Thanks everyone for the support!
Nice texture work on the fence Jessica. I am now just trying to figure out how you painted your texture. Turpedo great work on the armor, I cant wait to see what you add next.
Man! holy shit! you guyz did a great job. Really.. i'm impressed. Your old school team got some pretty skills. Hope you will come with new thoughts next time... See ya...!!!
Snow >< haha. Here it is in scene; I had to lower the brightness by like 50% in the UDK material cuz the original texture is blinding! I will be adding snow piles on everything later
The dirt root texture actually looks really bad in there right now - I'm gonna take out the roots cuz they're very busy and don't make too much sense, and change it to more of a stone pathway type texture instead. More to come soon!
Regarding the environment I think that to nail the scene you really have to concentrate on the Skybox, Tree and the Mausoleum in that particular order.
It also is very bright for a night scene. Toning it down to provide space for point lights to bring out stuff would add heaps to the atmosphere. It might be worth to lock down your lighting before proceeding further with individual assets.
Also some foreground could be good. Since your compositions don't really allow for it you might want to consider foreground fog or clouds or something like that. Could be cool.
Anyway, just my 5 cents, keep up the great work guys and gals
With no face then, that tree has an odd shape, growing wider as it grows upwards.
True, I know what you mean. That odd shape might actually be a good thing! It would make the scene look odd and the OP might be going for that, seems its a cemetery.
Thanks everyone for the comments! I don't think we will put a face on the tree, but we are also changing the shape to be less wonky anyway haha. So it should work out!
d1ver - Really appreciate the feedback. I agree it is way too bright, esp. now with the snow, so I will knock down the lighting considerably. As for foreground and composition we have changed our final angles. Your own scene is turning out awesome, so it is really nice to get your ideas ^^
Did some paintovers to get a better idea of sky and mist effects. Also these are the 2 angles we will be working from here on out. We felt these would work best in giving the most comic-book action feel in conjunction with the characters:
Jessica, the paint over feels very warm despite the cool iciness(not sure if that's a word lol). Maybe push some cooler colors in there? The snow texture too, maybe push some blues? I don't know just some thoughts.
You guys have great talent on this team! Can't wait to see it finished!
toxic_h2o - Thanks for pointing that out! I'll be sure to work on the temperature in the textures and UDK
Kerroh - Thanks a lot!
Cordero - Oh yeah I like that spiderweb idea. And I did end up with more space than planned for on that fence sheet, so looks like I know what to fill it with now haha.
Here's the texture for the little wall. Critique and comments welcome!
Wow, there's some major ass kicking going on in this thread . Really love your unique, hand painted style Jessica. You've kept the style, but it keeps looking better and better, keep it up!
I agree with toxic_h2o regarding the snow texture. Eager to see how it will come out once you add a bit more color variation to it.
An idea would be to consider adding fog/mist for that mysterious look. Also, you could add some extra texture detail around the graves.. as if the dead are trying to break out from beneath the ground.. maybe some fingers sticking out..cracks in the ground, something like that.
I agree about the foreground needing something.
Little wall tex - Would be cool to see some of the wet slime stuff follow the contours of the larger rocks rather than them all being perfectly vertical.
Been working on the texture for the alpha hound, a lot of stuff is still super WIP but just thought I'd post it. Going to start color now and then fix the values and details along the way.
Awesome texture Kelvin! Separate those values those. The metal and the dog are the same value making it near impossible to see where they separate. Love the texture otherwise.
Super awesome silhouette's on everyone. You all are nailing that part great. Power silhouette's on the chars, dogs, enviro.
KennyTies - Yeah its easier for me to start in greyscale and then convert it to color. Makes it easier for me to just think of value instead of value + color.
Sounds cool, but Ghostbusters style or nothing! :P
Is there anything that can be done about the harsh line where the wall and snow meet? I'm no texturing expert but it stands out like a sore thumb to me.
Turpedo- I think I may have to start painting in value because it has seemed to help me as well.
Jessica-No problem, glad I could help. I also really enjoy the new updates to the scene. I really hope you guys are able to finish on time.
Replies
nice gravestones jessica-looking forward to whats next.
Now I gotta build this thing out!! And next working on terrain textures - dirt and snow with their respective speculaars
I modeled the blockout for the alpha hound's armor. The red fabric shape will be alpha'd out for a more interesting silhouette. Thanks everyone for the support!
When will you all bring everything together in a scene? Even for the blockouts it would be cool to see how everything works alongside each other.
Thanks Kenny, ljsketch, Martin! Thanks Orb, I really love your work as well o_o.
Painted some tileables today! I'll post an update of the latest textures and meshes in UDK scene soon:
Critique and comments welcome!
The dirt root texture actually looks really bad in there right now - I'm gonna take out the roots cuz they're very busy and don't make too much sense, and change it to more of a stone pathway type texture instead. More to come soon!
Cliche imo.
Was just a suggestion, it may be overdone, but still can look cool if done right, ie: http://1.bp.blogspot.com/-CylkUXwepKg/US4pnXIkPKI/AAAAAAAAAWQ/bpFYoHplCg8/s1600/Treez_study2.jpg
With no face then, that tree has an odd shape, growing wider as it grows upwards.
Regarding the environment I think that to nail the scene you really have to concentrate on the Skybox, Tree and the Mausoleum in that particular order.
It also is very bright for a night scene. Toning it down to provide space for point lights to bring out stuff would add heaps to the atmosphere. It might be worth to lock down your lighting before proceeding further with individual assets.
Also some foreground could be good. Since your compositions don't really allow for it you might want to consider foreground fog or clouds or something like that. Could be cool.
Anyway, just my 5 cents, keep up the great work guys and gals
True, I know what you mean. That odd shape might actually be a good thing! It would make the scene look odd and the OP might be going for that, seems its a cemetery.
d1ver - Really appreciate the feedback. I agree it is way too bright, esp. now with the snow, so I will knock down the lighting considerably. As for foreground and composition we have changed our final angles. Your own scene is turning out awesome, so it is really nice to get your ideas ^^
Did some paintovers to get a better idea of sky and mist effects. Also these are the 2 angles we will be working from here on out. We felt these would work best in giving the most comic-book action feel in conjunction with the characters:
Character positioning:
Character positioning:
Back to assets!
Jessica, the paint over feels very warm despite the cool iciness(not sure if that's a word lol). Maybe push some cooler colors in there? The snow texture too, maybe push some blues? I don't know just some thoughts.
You guys have great talent on this team! Can't wait to see it finished!
one idea: on the fence uvw, I belive there is exactly a place for a nice spider web, which you can duplicate onto the fence here and there
Kerroh - Thanks a lot!
Cordero - Oh yeah I like that spiderweb idea. And I did end up with more space than planned for on that fence sheet, so looks like I know what to fill it with now haha.
Here's the texture for the little wall. Critique and comments welcome!
I agree with toxic_h2o regarding the snow texture. Eager to see how it will come out once you add a bit more color variation to it.
An idea would be to consider adding fog/mist for that mysterious look. Also, you could add some extra texture detail around the graves.. as if the dead are trying to break out from beneath the ground.. maybe some fingers sticking out..cracks in the ground, something like that.
Little wall tex - Would be cool to see some of the wet slime stuff follow the contours of the larger rocks rather than them all being perfectly vertical.
Cool hunter concept!
Super awesome silhouette's on everyone. You all are nailing that part great. Power silhouette's on the chars, dogs, enviro.
AndyH - Thanks Andy, I'll post some flats when I get the colors done.
Jeff - Thanks Jeff, I changed some of the values while laying down some color last night. Will keep that in mind going forward.
Kenny - Beezul showed me some cool tricks to add depth to the cracks, so I'll be implementing that. Thanks for the critique!
Dead_Pixel - Thanks! The FX guy may have some plans for trailing glow to occupy the foreground. If not I will find somethin' to fill it up
Here's an update on the environment. I'll be working on the mausoleum next:
And some new textures:
Is there anything that can be done about the harsh line where the wall and snow meet? I'm no texturing expert but it stands out like a sore thumb to me.
Maybe some small lumps of snow?
Dead_Pixel - Yeah, it's definitely really bad, I'm gonna try to fix it through texture blending and some of those piles of snow.
Jessica-No problem, glad I could help. I also really enjoy the new updates to the scene. I really hope you guys are able to finish on time.
Heres an update to the color map on the hound. Going to start working on the specular, running out of time!