Hey there guys my name is Andy and this is my my first post on here. I have been working on an environment for some time as part of my final year project at uni and believe it or not this is the first time I have ever used UDK. I mainly work as a concept and 3D artist but after seeing loads of beautiful environments in the Unreal engine I felt I had to try my hand at it. I have had loads of set backs and am still experiencing some but I'm almost done now.
he main problem I am experiencing at the moment is strange striped shadows on my terrain. Had a little look round the other forum threads and I think it may be something to do with shadowdepthbias. but still haven't found anything thats helped. I have a dominant directional light in the scene and both static and dynamic objects in it too. Any help would be much appreciated as I have done a video fly through but the shadows are making it look crap!
This is really nice, the only things that sticks out for me are the hills in the background, they are pretty pointy, will you be covering this with more foliage? you could probably also do with some more ground variation and maybe some grass / rocks around the post.
Thanks Steveeeie, yes I haven't attended the background hills yet but will do son. Have been playing with the idea of matte painting some mountains and adding them in. However I'll probably add in a DOF so they'll probably be out of focus anyway.
And thanks yeah I agree I need to add in a few little details which I am in the process of doing but it takes a while.
The fence posts and the slats are a very tight fit - I'd expect a great deal of space around the slats in most rural fences.
There should be taller grass immediately around the posts where the water tends to gather and animals are less likely to eat it.
Tree roots should be indicated at least by raised mounds at the base of the trees, if not at least partially visible, especially on the stump by the buildings. The stump itself should also have numerous deep cuts on top to show that it has been used for years to split wood.
The ivy appears to grow down from the roof, rather than up from the ground. The stalk should be thickest at the base, and the branches should fan out from the base. The vines should also cling to the walls, rather than hanging loose, and they should branch generally upwards.
The skybox is of an cloudy sky, while the scene itself is brightly lit as though on a clear day. You should try to either match the lighting to the sky or the sky to the lighting.
Your house looks very blocky and to be fair quite low res texture wise. Can you show us the model separetly. Also, remember that UDK is downressing your textures to a quarter of your source texture. 1024 scales to a 512 and so on.
Have you looked at the tree tutorial by Damian over at Eat 3D? If not, your trees just happens to look a lot like them. If you want to use this as a portfolio piece, just remember that people in the industry knows what the outcome of the big tutorials looks like. It dosn't reflect very good at you So, if it's just a coincidence that they look so alike, I would would change them up for the sake of originality.
I think you have a really neat looking scene this far! Try to stay away from to much contrast in your darker colors though, it looks a bit burnt here and there. Keep up the good work!
The trees and grass are exactly the same as of the ones that are used in the UDK tutorial "3dmotive - creating foliage for UDK"
I would strongly suggest that you dont take other peoples work and say that it is your own. You took the time to get the assets, i would defiantly take some more time in following the tutorial so you know how to make your own.
Hey there thanks for the feedback guys and 3 of the trees have been copied from a turorial on 3D motive by Damien lazarski. To be honest I have made them myself but put them in due to some massive set-backs I had with the scene and was contemplating changing them, but now you've said that I definitely will do.
I'll also get on and make some roots for the trees and probably decrease the amount of clouds in the scene. The texture size for the building is 1024x1024 however I so have a 2048x2048 version of it. I have resized most of the textures in the scene to increase the performance but I dont't think its made a big enough difference so Its probably worth changing them back.
Replies
And thanks yeah I agree I need to add in a few little details which I am in the process of doing but it takes a while.
There should be taller grass immediately around the posts where the water tends to gather and animals are less likely to eat it.
Tree roots should be indicated at least by raised mounds at the base of the trees, if not at least partially visible, especially on the stump by the buildings. The stump itself should also have numerous deep cuts on top to show that it has been used for years to split wood.
The ivy appears to grow down from the roof, rather than up from the ground. The stalk should be thickest at the base, and the branches should fan out from the base. The vines should also cling to the walls, rather than hanging loose, and they should branch generally upwards.
The skybox is of an cloudy sky, while the scene itself is brightly lit as though on a clear day. You should try to either match the lighting to the sky or the sky to the lighting.
Have you looked at the tree tutorial by Damian over at Eat 3D? If not, your trees just happens to look a lot like them. If you want to use this as a portfolio piece, just remember that people in the industry knows what the outcome of the big tutorials looks like. It dosn't reflect very good at you So, if it's just a coincidence that they look so alike, I would would change them up for the sake of originality.
I think you have a really neat looking scene this far! Try to stay away from to much contrast in your darker colors though, it looks a bit burnt here and there. Keep up the good work!
I would strongly suggest that you dont take other peoples work and say that it is your own. You took the time to get the assets, i would defiantly take some more time in following the tutorial so you know how to make your own.
I'll also get on and make some roots for the trees and probably decrease the amount of clouds in the scene. The texture size for the building is 1024x1024 however I so have a 2048x2048 version of it. I have resized most of the textures in the scene to increase the performance but I dont't think its made a big enough difference so Its probably worth changing them back.
Interesting, ground texture, post process and lighting looks similar as well oh and rock texture. I hope I'm wrong.