Looking good ppl Fun to see different versions coming together.
Ive put some time in this project this weekend, but it still needs alot of work, will be a stressfull saturday to fininsh this up
I think Im gonna stay with yellow textures and let the lighting do the blue tint over the inner circle.
Just put it into udk and starting to do the lighting. Here´s a shot before any lighting.
Still need to paint the textures alot better and do a wall texture + do the shop meshes and generally just start to paint the textures into something nice.
Ive cut the upper floor, prolly wont have time to add it.
Trying to learn how to do some decent lighting in UDK. Took me a while to realize that if I have the materials beeing emissive the lights color wont show much.
Hi guys! Nice work from everyone, cant wait to see them all finished.
I am sorry that I have not posted and discussed more during this challenge i gave the scene all i had with the little spare time I had.
Here is a Wip, hope to finish it tonight.
I like this a lot but I think you should really tone down the crystal glow and bring it more like the concept, I think that would help the scene a lot!
The concept has a more dreamy and hazy feel, maybe a tweak to the post processing could achieve that? I wish the rocks on the path coming towards the picture plane had more edging or depth so they didn't look so flat.
@tkfxity, I think its weird, the leg actually goes through the ground. I heard that people have had shadow-issues like this before in cryengine. I just don´t know how to fix it. Anyone?
@Subtle, Thanks! I wish I could do some proper displacement mapping, I think I need to have DX11 to do that, witch I don´t Ill see what I can do with the normals
@tkfxity, I think its weird, the leg actually goes through the ground. I heard that people have had shadow-issues like this before in cryengine. I just don´t know how to fix it. Anyone?
@Subtle, Thanks! I wish I could do some proper displacement mapping, I think I need to have DX11 to do that, witch I don´t Ill see what I can do with the normals
try changing the shadow bias - i don't have the engine open right now, but there should either be in the environment or in the light's settings be a value that you can tweak for this!
try changing the shadow bias - i don't have the engine open right now, but there should either be in the environment or in the light's settings be a value that you can tweak for this!
@tkfxity, Looks like good progress! I like the addition of water in places, fun. Try to tweak your lighting to match the concept more, to a more evenly lit room with warmer colors, blue and green hues. Your crystal really stands out as the focal point, which is nice. The top floor balconies looks to small in comparison, especially in height.
Does anyone know how to create a material in cryengine that doesn´t receive shadows?
Preferably I would like to keep the original ilum as well as my light setup minus the shadow being cast on that particular mesh. Is it possible?
I love the progress on all the projects that have been posted, it was a great challenge! it was fun to follow this thread, hope to see you again in future monthly challenges.
Here is my finished product. I decided to go with more of a rough look than the handpainted one.
@david- Increased the size of the second story balcony openings like you mentioned and also played around with UDK's color lookup table to change the tone of the scene.
This is getting near the end of this scene for me. Need to a add background and change whatever people suggest!
Well, there's still the rest of today and tomorrow but I won't be able to work on it at all. So this is how far I've gotten in my spare time. I was in the middle of fixing up some lightmaps.
Still alot of work to do but I feel that I now have a better understanding on how to tackle this kind of thing.
Looking forward to the next challenge, I think it will be better and I will be more active in the thread then Ive been on this one.
Hardest thing about this challenge has been trying to figure out the space of the concept and making tiling textures not stretch much.
Here´s some late crits:
JamesArk:
Looks good in general! Would like more definition and sharp angles on the crystal.(ofc it depends on what you are going for and what you have looks cool).
Its very dark outside the room, try to get some some sunligt in to get more depth in the picture. Also try to get the light behind the camera, so the dark areas frames the crystalglow.
riceart:
I like the low contrast of your textures.
tkfxity:
I would like to see some sun coming in, making some hotspots on the pillars and have some more contrast, its a quite flat lighting now.
Here I did a quick paintover, more darkspots, more light spots.
This challenge turned out so awesome, too bad I coudn't participate, I love how the crystals are turning out, but Sushifish's one has to be my favorite one heh.
There is never just one answer to how to do something, think about the different ways to tackle this and then figure the ones that work the best for the different areas and see how that works for you. I will say to definitely not make it all one mesh, that would leave you with a washed out model and bad UV resolution.
So I was gone this whole weekend and never got a chance to do last minute adjustments. So this is probably my last post for this scene, so these are my final images.
@Konraden - Thanks for the paintover, I did some lighting adjustments, changed the angle of the sun so light comes in more. Also made the scene a little warmer. I couldn't get shadows like the paintover but I tryed to get something along those lines.
Replies
Looking promising, try adding some more sharp edges to your crystal. It's looking a little soft at moment
I am sorry that I have not posted and discussed more during this challenge i gave the scene all i had with the little spare time I had.
Here is a Wip, hope to finish it tonight.
Ive put some time in this project this weekend, but it still needs alot of work, will be a stressfull saturday to fininsh this up
I think Im gonna stay with yellow textures and let the lighting do the blue tint over the inner circle.
Just put it into udk and starting to do the lighting. Here´s a shot before any lighting.
Still need to paint the textures alot better and do a wall texture + do the shop meshes and generally just start to paint the textures into something nice.
Ive cut the upper floor, prolly wont have time to add it.
Trying to learn how to do some decent lighting in UDK. Took me a while to realize that if I have the materials beeing emissive the lights color wont show much.
I like this a lot but I think you should really tone down the crystal glow and bring it more like the concept, I think that would help the scene a lot!
@steppan - I redid the HP to give it harder edges, not sure if its hard enough yet tho, but looks better then the last.
The concept has a more dreamy and hazy feel, maybe a tweak to the post processing could achieve that? I wish the rocks on the path coming towards the picture plane had more edging or depth so they didn't look so flat.
But seriously, it looks really great so far
@Subtle, Thanks! I wish I could do some proper displacement mapping, I think I need to have DX11 to do that, witch I don´t Ill see what I can do with the normals
try changing the shadow bias - i don't have the engine open right now, but there should either be in the environment or in the light's settings be a value that you can tweak for this!
Thanks! That did it!
Preferably I would like to keep the original ilum as well as my light setup minus the shadow being cast on that particular mesh. Is it possible?
Here is my finished product. I decided to go with more of a rough look than the handpainted one.
-edit, I thought one of them was the concept lol, it's still awesome and very faithful.
This is getting near the end of this scene for me. Need to a add background and change whatever people suggest!
konraden - That still looks really awesome, I hope you get to finish it
tkfixity - The walls might need some more loving, but loving it so far
and here´s the textures
Still alot of work to do but I feel that I now have a better understanding on how to tackle this kind of thing.
Looking forward to the next challenge, I think it will be better and I will be more active in the thread then Ive been on this one.
Hardest thing about this challenge has been trying to figure out the space of the concept and making tiling textures not stretch much.
Here´s some late crits:
JamesArk:
Looks good in general! Would like more definition and sharp angles on the crystal.(ofc it depends on what you are going for and what you have looks cool).
Its very dark outside the room, try to get some some sunligt in to get more depth in the picture. Also try to get the light behind the camera, so the dark areas frames the crystalglow.
riceart:
I like the low contrast of your textures.
tkfxity:
I would like to see some sun coming in, making some hotspots on the pillars and have some more contrast, its a quite flat lighting now.
Here I did a quick paintover, more darkspots, more light spots.
Here's my progress! My first Noob Challenge! So proud! *sniff*
I haven't had a heck of a lot of time so I'm surprised I even got this far
I definitely want to keep tinkering with this!
you got me with this one! i want to waste some time there!
@Konraden - Thanks for the paintover, I did some lighting adjustments, changed the angle of the sun so light comes in more. Also made the scene a little warmer. I couldn't get shadows like the paintover but I tryed to get something along those lines.
Made this with one 1024x1024 texture. Still lot of room for improvement but this is as far as I could go due to limitations of my laptop.
If anyone interested you can check out work in progress and other angles of this environment here
https://www.facebook.com/fahadkhaw/media_set?set=a.402099613246182.1073741837.100003384415056&type=3