It has been over 2 years since I've worked in UDK and I decided it was time to get back into it with a new environment for my portfolio. I mainly do hand painted low poly work.
I would really appreciate any technical and artistic crits. My goal is to push this one as far as I can while learning more about UDK, Xnormal and nDo2.
I decided to go with something that has been not only one of my favorite comics, but also had a huge impact on motivating me to draw in my teens to present day. That's why I want to create my take on the TMNT Sewer Lair. I hope to add as many nods to the original black and white comics as time allows.
Here is my most recent WIP image of my scene.
Thanks for checking out my thread.
-EM
http://www.emckenney.com/
Replies
Here is a test for one of the camera angles I'm considering for the final beauty shots.
http://pixologic.com/zclassroom/homeroom/lesson/environments-with-tate-mosesian/
And doing some verrtex blending in UDK: http://www.polycount.com/forum/showthread.php?t=68089
https://www.youtube.com/watch?v=rNgs2DcAsF4
Amile - Thanks for the encouragement!
The last couple of days I have been working on a vertex blending texture, based on the one from Tor Frick's Modular Master Class DVD. http://eat3d.com/udk_modular
I still need to tweak the dirt color and some of the masks, but everything is working now on the brick material. For now I am just using the rubble and dirt blends. I do have the functionality to add paint as well, but I think I will just use that on the mat instance for the pipes and other metal props.
Tadao215 - I have tried a few different sizes for the bricks. This one felt the best when I run it in PIE. Don't think I will know for sure until I get the props in. Thanks for the crit.
Here is an update with the finished blend texture Mats applied, vertex alpha painted on rubble edge and a new rubble texture.
DHogan - Thanks! I'm trying hard to keep this level of motivation right to the finish now. Having a lot of fun with it so far.
Here is a small wip shot. I have been focusing on finalizing my Metal Shader and it's texture blend properties.
-the top of the chairs still feels angular , especially with that metal/ light color against the red.
-the texture looks like a flat shade of color and maybe some crazy bump. Try and get rid of the crazy bump/ heavy AO, and get some color variation in them.
-reflection map is too strong, you probably wouldn't see the floor texture that strong in the legs of the chairs, I'd leave it a little more silver and tone that down so you get some breakup between the chairs and the floor.
-all the legs are using the same texture, very noticeable rust spots.
-top of the table looks like its bumpy noise kinda like concrete, also kind of clean, let grim build up toward the edge and help it blend into the rim of the table.
I'd suggest making 2 chairs, one for the regular chair and one for the more dilapidated, or making a chair atlass1, that has 2 separate seats, tops and legs, and then vary them for each chair.
really crappy paint over:
Good stuff hombre, keep cranking!
Here is an updated version and playing w/ new lighting.
Base Mesh:
Zbrush WIP:
Things your scene needs....I know some of this is in your blockout but not in the latest scene yet.
Definitely need to make that TV
Wall scrolls
Wall racks w/weapons
I'd ditch the rug and go for planks of wood, (these are not classy guys)
I like the post it notes and kiddie type vibe of the fridge
I think their brick colors/lighting is working for these as well
No way there would be a whole pizza....should be a half eaten last piece. and nothing left over but a grease stained pizza box.
I think your missing a lot of opportunities to tell a story even if you don't have the turtles in the scene....examples:
Ninja stars stuck in wood planks/coffee table
chopsticks on bowl
I like the checkerboard tablecloth in the second concept
skateboard
old game console (don't forget they are teenagers.)
rubics cube
Bandanna left on couch
graffiti on walls
Basketball - wall mounted basketball hoop
Love me some turtles! Good luck.