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[UDK] Temple of Time (heavy images)

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BertR polycounter lvl 7
First post (WIP screens) moved downwards, should've reserved the first post :p

Hello again,

So today can finaly show off the finished project.
Major changes are the environment (changed from a city to an island like idea) and the improved post-processing.

Hope you guys like it, and ofcourse credits to my teammembers once again: (alphabetical):

-Ilia Tonev (level design)
-Arthur Abeen, Nikhat Ali, Katharina Schütz, Eline Slingerland, Olaf van der Kuij and Timo van Hugten.

[ame="http://www.youtube.com/watch?v=TWVe1Ukl_Vc"]https://www.youtube.com/watch?v=TWVe1Ukl_Vc[/ame]

TempleOfTime_01.png

TempleOfTime_02.png

TempleOfTime_03.png

TempleOfTime_04.png

TempleOfTime_05.png

TempleOfTime_06.png

TempleOfTime_08.png

TempleOfTime_09.png

TempleOfTime_10.png

TempleOfTime_11.png

TempleOfTime_12.png

TempleOfTime_13.png

TempleOfTime_14.png

TempleOfTime_15.png

Replies

  • tulkas09
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    tulkas09 polycounter lvl 7
    Not sure if you made the pieces but the saturation is far too much, you should add a post process volume and start tweaking things.

    Also try to move to UE4 ;)
  • locater16
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    locater16 polycounter lvl 8
    tulkas09 wrote: »
    Also try to move to UE4 ;)

    This! Would love to see all that metal with a proper brdf. Sticks out too much with UDK's older cubemaps and materials. Otherwise looks pretty good, and if high saturation is what you wanted to go for then awesome :thumbup:
  • BertR
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    BertR polycounter lvl 7
    Well, the theme was Prince of Persia but we've kinda gone off the road with a more em 'fairy tale-ish', aladin like mood. The saturation is something we like, though we might tweak it a bit indeed.
    Though, tulkas09, you're talking about pp-volumes. Is that an suggestion you're aiming at specific areas?

    UE4 is something which would be very nice indeed, teachers also gave permission to switch, but this is just one of the courses (we're kinda busy :P) so we dont think it's realistic to switch right now, looking at the time we have left :(
  • BertR
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    BertR polycounter lvl 7
    First post, contains wip screens from 4-27-'14

    Hello guys,

    Wanted to post some of our progress of a school project of ours (speaking for my team). We're currently in our seccond year of IGAD (breda, Netherlands), in which we have three blocks (each ~10 weeks) to spend on a worldbuilding project.

    We've received a blockout model in UDK (by Ilia Tonev) and a theme (Prince of Persia), rest of it was up to ours, as long as it looks pretty and is playable.

    We've just entered the last of the three blocks, there are some assets in blockoutphase, still have a lot to polish. (eg. the marble of the outside walls and pillars, the city, waterfalls, the postprocessing, lighting etc.)

    Anyway, additional feedback is welcome, if there's some notable progress we'll be updatin'.

    Also 'shoutout' to my teammembers (alphabetical): Arthur Abeen, Nikhat 'the G' Ali, Katharina Schütz, Eline Slingerland, Olaf van der Kuij and Timo van Hugten.

    This was the blockout we've received back then:

    ToT_Blockout_01.jpg

    ToT_Blockout_02.jpg

    ToT_Blockout_03.jpg

    ToT_Blockout_04.jpg

    And this is what we have so far:

    ToT_2704_01.jpg

    ToT_2704_02.jpg

    ToT_2704_03.jpg

    ToT_2704_04.jpg

    ToT_2704_05.jpg

    ToT_2704_06.jpg

    ToT_2704_07.jpg

    ToT_2704_08.jpg

    ToT_2704_09.jpg

    ToT_2704_10.jpg

    ToT_2704_11.jpg

    ToT_2704_12.jpg
  • BertR
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    BertR polycounter lvl 7
    Posting a breakdown of the assets I've created for this one. Made some variations on these aswell.

    TempleOfTimeAssets_01.jpg

    TempleOfTimeAssets_02.jpg

    Also: The screens appear to be very dark (thus very bad visible) on some monitors, while - for example - on my screen they are fine. How do for example these two compare to each other?

    Original
    TempleOfTime_01.png

    Brighter one
    TempleOfTime_01.jpg
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