Hi Polycounters, Its been a while.
So this is my take for a ONE TEXTURE environment using UDK. The floors have a separate texture, but all the structures and some props share the same texture.
The scene looks a bit empty, I am working on some props to add, like a big container that will be placed in the middle of the scene. Also couple things that I'm going to change regarding the floor. Lighting still needs work and still need to do some post-processing effects. But so far I think its getting there.
What do you all think so far?
[IMG][/img]
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If you say one texture only, you should show it, and maybe write the resolution
Rage also only used one texture for an environment, but that was a 32000x32000 or something like that, so by definition this means nothing if you dont explain it ; )
Very much agree with Shrike. Lets get some details.
@Shrike: The lighting and the sky is not final, is just the default one from UDK.
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Judging by eye I think your texture is a little too dark to get ideal lighting in UDK.
Getting the best quality with Lightmass
That's why I thought it was a good approach to do a warehouse with a single sheet, since the main things are bricks, concrete and metals while pushing the shader as much as I can to add variation to the scene
I also think this scene lacks the polish and material variation from your other scenes. Some ideas to spice it up:
* The scene looks way too noisy overall
* The scale is waay off: brick tiles look huge, garage door looks stretched and short (how did they fit the containers in there if they are almost as tall as the door :P), the oil drum is about half as high as the door etc... Scale is all about the relationship between elements
* Brick walls don't work as floor
* The scene lacks small scale props, such as small pipes, lamps, cables etc...
* The lighting is not helping either. The sun light is too saturated considering the sun's height (you only get that much saturation when the sun is almost on the horizon) and the purple fog doesn't make much sense and is way too strong. Because the textures are too contrasty and dark, you also lose most of the depth from lightmass' GI.
You have a lot of really great stuff in your portfolio, but this scene honestly doesn't look on par with the other pieces. I hope that helps man