This should be really interesting, but I think something shifted between your block out and UDK. The UDK scene is a bit different in terms of scale compared with both the source images and the AO. It could be the FOV maybe, but I would still go back and try to match things a bit closer before you get to deep into texturing.
The UDK was just a screen shot of what it looks like. Im not trying to match up with the AO at the moment, im going to have a slow pan across or something like that
Something about the wall and the floor makes them still look too clean. I think the contrast between the parts where the tiles have been broken off and the tiles themselves might be too high - try dirtying up the tiles in those areas more
I like it but the proportions are a bit off. The room needs more height, the toilet seat should be bigger than the flushbox behind it. I think you should re-scale the props in the scene using your reference images.
I'm also posting some color adjustments on how to give it that blue saw-ish ambient.
it looks pretty good, i like it, the thing that stands out to me is the super hard edges in the broken tile (on the left of the image) also on that wall the really hard edged mold?
Id say instead of playing with the values in photoshop why not mess with the lighting in UDK and mess with the super fun post process volume to get the look your going for
Cheer Lewis, yeh so far i havent done any lighting or post process was just working on textures atm, will hop back to this project soon enough to tweak roughness and get nice lighting. Atm im working on another uni project http://www.polycount.com/forum/showthread.php?p=1954744#post1954744 this is the thread. Will post updates with lighting and post process
the floor is still too clean
the broken parts of it are too straight, tiles never brake so cleanly
also the walls dont look too good. you shold work on the tiles more...
It could just be me, but I'd like to see that blood color extremely dark, the specular quite a bit more red, a high value to the blood's specular sharpness and a nice reflection map applied. Make that blood look pooled!
Replies
Started putting everything into UDK and texturing
Ill first get it all done n into udk textured then i can tweak the normals diffuses n just reimport textures for instant update
I'm also posting some color adjustments on how to give it that blue saw-ish ambient.
Id say instead of playing with the values in photoshop why not mess with the lighting in UDK and mess with the super fun post process volume to get the look your going for
but its not to bad........:)
Keep pushing it
(Light maps under construction)
the broken parts of it are too straight, tiles never brake so cleanly
also the walls dont look too good. you shold work on the tiles more...
Will work on the normal maps now i think, add cracks n scratches n stuff
It's got some cyan in it, is it possible to tweak it like photoshop curves ?
Does this work?
if not
https://vimeo.com/80952855
Looks cool, the only thing which really stuck out to me was how reflective the floor was. Could be good to tone that down a little.
You have to put "Open bracket vv NUMBER from vimeo bracket forward slash vv closed bracket" like this but without the space after the brackets.
[vv ] NUMBER from vimeo [ /vv]
[vv]80952855[/vv]