Hi guys,
Just another quick update. I have started working on the texture for the walls of the river.
I was originally going to use a generic concrete and vertex paint the moss on, but this didn't look very good at all, so now I am creating a horizontal tiling texture to use instead.
Here is a before and after style shot:
And here is the texture so far:
As you can see it's not done yet, but I am done for tonight so hopefully I can carry on with this tomorrow.
I am thinking that I should use a smoother, less "small detail" concrete.
What do you guys think?
Hey everybody, I was finally able to get some work in today. Been busy with family and work, but things are clearing up so hopefully I can finish by the end of the month. I started moving assets over to UDK. I did a little bit of texturing. The lighting artifacts are caused by the other buildings not having lightmap UV sets.
Keep in mind that I'm sort of twisting this concept for a mirror's edge type of environment. I'll probably get a few more things done today, so I'll have another update tomorrow.
Hi guys,
Just another quick update. I have started working on the texture for the walls of the river.
I was originally going to use a generic concrete and vertex paint the moss on, but this didn't look very good at all, so now I am creating a horizontal tiling texture to use instead.
Here is a before and after style shot:
And here is the texture so far:
As you can see it's not done yet, but I am done for tonight so hopefully I can carry on with this tomorrow.
I am thinking that I should use a smoother, less "small detail" concrete.
What do you guys think?
I think the biggest issue is your texture having so much small noise.
Also I would consider making your mold and dirt decals so you can re-use that texture more, and then break up the tiling with vertex painting and decals. I would also try and work on your cracks, try generating your texture from a high poly source and the edge detail as well:) or at least use ndo
So, I'm joining kind of late, but I'm going to challenge(ahem) myself to try to get this done by the end of the month. I'm going to cheat a little bit, and concentrate on making it nice and pretty from this angle, so it's kind of like making a set vs. a full blown environment. But hey, there are only 11 days left in the month.
@Alex thank you. I did think about using decals, but they wouldn't work too well on the bends.
Yeah I agree that there is too much small detail on the texture, and I am also going to fix the joins.
It isn't finished yet, but I'm glad to see that your thinking the same things as me ^_^
@Alex thank you. I did think about using decals, but they wouldn't work too well on the bends.
Yeah I agree that there is too much small detail on the texture, and I am also going to fix the joins.
It isn't finished yet, but I'm glad to see that your thinking the same things as me ^_^
Well because they would be flat. In order for them to go around bends, they would need to be fairly thin so that the ends don't stick out. This would look too repetitious wouldn't it?
I made a little more progress. Still moving blockout assets over to the UDK, but I got a little bored so I made the cloth-like tarp. I need to make a few adjustments on it, but so far I'm liking it.
Another little Update. Got the blockout done. There are some minor scale issues I'm noticing from the transition that I need to fix, but other than that I'm on to creating some more assets. Might work on the river first. I love making flow maps and seeing the effects in editor.
Hi, this is my first attempt at the noobie challenge. Due to deadlines for other work, I've only recently been able to start so I'm going to get as much done in the time left that I can.
Today was a case of getting the scene set up and reminding myself how to use UDK. I should hopefully work a little faster now and quickly replace the place-holders.
Looking good commador. I don't have any crits yet.
Here's a quick update. I worked up a water shader. After some serious issues making water, I just decided to use hourences outdoor water as a base from something I can work on. Been having one hell of a time trying to make some decent water... but I think this looks alright for now.
Working on the mood. After evaluating the reference closer there are some changes I need to make. Also playing around more with "wet" decals on the concrete. I think some tweaks will make it pretty effective.
Love UE4 myself Unfortunately it came a little late for this challenge for me. So @ZacD your blockout is looking solid and it's obviously very early on, but I just wanted to point this out. Your concrete texture is really noisy and it's a bit hard to look at. Food for thought.
Unfortunately I won't be continuing on this challenge as I've been busy! I just signed up for UE4 and I'm excited to get started on the next challenge so I will be waiting for that to start.
Great work so far guys, things are shaping up nicely.
So, I started out in UDK, but as probably everyone knows, UE4 got released. So I decided to learn it and implement all assets to the new engine. So here is my progress so far, what's left to do is the satellite receiver, and the warning stripe thingy to the left + shader tweaking. But I decided to post before completion, in hope of critique. Keep up the good work everyone!
mache: Its looking good, but I would fix up the foliage a bit material wise. right now its looking plasticky and flat. add some layers of color to those leaves, different hues of greens, get all fancy.
So, I started out in UDK, but as probably everyone knows, UE4 got released. So I decided to learn it and implement all assets to the new engine. So here is my progress so far, what's left to do is the satellite receiver, and the warning stripe thingy to the left + shader tweaking. But I decided to post before completion, in hope of critique. Keep up the good work everyone!
Awesome work! When I first looked at this I thought you just reposted the original reference. You've got this one down to a T.
Updated with more progress. Just need to add the leaves to the tree, and cleanup a few minor things.
@commador, very nice looking tarpaulin, as for the water, perhaps tone down the wave intensity, otherwise nice water aswell
@luge, I did add some subtle hue, and color variation in this new update. But the extreme greens was somewhat intentional, as I wanted to resemble the concept as close as possible, but still not go too realistic. I tried desaturating and adding more variation in the leaves, but it became dull and boring, instead of adding life to the scene.
Thank you, robochrish and commador.
I'm not very happy with my water shader as it is 100% opaque. But at the moment UE4 does not support reflection spheres/cubes with translucent materials.
Anyhow, here's my final update for this month's challenge:
Nice work mache! You said you were working with ueg4 right? If so, could i ask for a tip on those trees? I heard new unreal doesn't support custom lighting (like that 3dmotive tutorial teaches), so i was wondering how did you approach it. Tnx!
I need more practice with foliage. I fixed up a few things. Overall I'm happy with where it turned out, but I think it could be improved given more time. On to the next!
Thank you guys!, I too used 3dmotive's shader when making foliage in UDK. But as you say, UE4 doesn't support custom lighting. So I had to invent my own, it's a really simple shader, hopefully you'll understand the network.
Looking better but I would try and minize that diagonal shadow on the tree, makes it feel flat, I like how this one has shadows from the tree on the rest of the scene and feels like it has more volume, it looks like you bumped up the spec on the tarp, I really like that. I would consider adding some fresnel to your fence to make it stand out more as well, and adding more foliage overall. The tree could be more sparce by a tad:)
I'm confused as well. I'm also wondering if maybe its because UE4 was just released to the public. but I think a full challenge would be good for learning UE4. from start to end
Looking better but I would try and minize that diagonal shadow on the tree, makes it feel flat, I like how this one has shadows from the tree on the rest of the scene and feels like it has more volume, it looks like you bumped up the spec on the tarp, I really like that. I would consider adding some fresnel to your fence to make it stand out more as well, and adding more foliage overall. The tree could be more sparce by a tad:)
Thank you for the critique, I put the concept aside and added some more foliage, fixed some more interesting lighting, and added some backdrop plus forground point of interests. In question of the tree, I have had the trouble, when trying to make it more sparse. That the more leaf cards I remove, the few left catch light in a very planar way. Which makes easier to distinguish every single leaf card.
I guess this problem occurs because my leaf textures are too dense, and my leaf cards are too big. So the way to fix this would to rebuild the canopy of the tree, and creating more sparse textures, with smaller leaves.
Replies
Just another quick update. I have started working on the texture for the walls of the river.
I was originally going to use a generic concrete and vertex paint the moss on, but this didn't look very good at all, so now I am creating a horizontal tiling texture to use instead.
Here is a before and after style shot:
And here is the texture so far:
As you can see it's not done yet, but I am done for tonight so hopefully I can carry on with this tomorrow.
I am thinking that I should use a smoother, less "small detail" concrete.
What do you guys think?
Keep in mind that I'm sort of twisting this concept for a mirror's edge type of environment. I'll probably get a few more things done today, so I'll have another update tomorrow.
Also I would consider making your mold and dirt decals so you can re-use that texture more, and then break up the tiling with vertex painting and decals. I would also try and work on your cracks, try generating your texture from a high poly source and the edge detail as well:) or at least use ndo
So, I'm joining kind of late, but I'm going to challenge(ahem) myself to try to get this done by the end of the month. I'm going to cheat a little bit, and concentrate on making it nice and pretty from this angle, so it's kind of like making a set vs. a full blown environment. But hey, there are only 11 days left in the month.
Stage 1: rough blockout.
Yeah I agree that there is too much small detail on the texture, and I am also going to fix the joins.
It isn't finished yet, but I'm glad to see that your thinking the same things as me ^_^
Why wouldn't they work well on the bends?
I think the blockout has solid proportions and matches the concept pretty well, so I'll start now going in and doing the fun work. Yee-haw!
Hi, this is my first attempt at the noobie challenge. Due to deadlines for other work, I've only recently been able to start so I'm going to get as much done in the time left that I can.
Today was a case of getting the scene set up and reminding myself how to use UDK. I should hopefully work a little faster now and quickly replace the place-holders.
Here's a quick update. I worked up a water shader. After some serious issues making water, I just decided to use hourences outdoor water as a base from something I can work on. Been having one hell of a time trying to make some decent water... but I think this looks alright for now.
I'll have an update shortly
Great work so far guys, things are shaping up nicely.
Not done by a long shot but I think it's coming along
Also, is there going to be a thread for voting for next chalange too? Would love to try it...
Awesome work! When I first looked at this I thought you just reposted the original reference. You've got this one down to a T.
Updated with more progress. Just need to add the leaves to the tree, and cleanup a few minor things.
@luge, I did add some subtle hue, and color variation in this new update. But the extreme greens was somewhat intentional, as I wanted to resemble the concept as close as possible, but still not go too realistic. I tried desaturating and adding more variation in the leaves, but it became dull and boring, instead of adding life to the scene.
Thank you, robochrish and commador.
I'm not very happy with my water shader as it is 100% opaque. But at the moment UE4 does not support reflection spheres/cubes with translucent materials.
Anyhow, here's my final update for this month's challenge:
I'd like to participate in the next month, this month I was just simply to busy with other things to take part of the challenge.
Where's the concept thread?...
Hasn't even been a concept thread yet..
Thank you for the critique, I put the concept aside and added some more foliage, fixed some more interesting lighting, and added some backdrop plus forground point of interests. In question of the tree, I have had the trouble, when trying to make it more sparse. That the more leaf cards I remove, the few left catch light in a very planar way. Which makes easier to distinguish every single leaf card.
I guess this problem occurs because my leaf textures are too dense, and my leaf cards are too big. So the way to fix this would to rebuild the canopy of the tree, and creating more sparse textures, with smaller leaves.
With that being said, here's my update: