Hey all,
So Skyrim (and Oblivion) have always fascinated me with their open-world level design and I've been wanting to practice what I can only assume to be some of the modeling and texturing techniques (modularity / tilable textures).
This will be my first time trying Vertex Painting and breaking into intermediate level shaders. I am excited to try them out
Any/all feedback is appreciated
**LATEST UPDATE:**
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Inn
Pier
Pier
Bridge
Bridge
Blacksmith
Replies
http://hqwallbase.com/images/big/broken_old_stone_bridge-1508504.jpg
This is gonna be great, try to shoe Bethesda how skyrim should have looked with great art
Zilk: Thx for the feedback. Here's an update on the bridge.
Keep it up!
Still need to re-UV the trim on the roof assets and apply the new wood texture. Same goes to the thatched roofs. I've got all the buildings except one, a more-rounded house that sits in the back. Once all of that is done I can move onto the landscape and start populating the scene with foliage/props.
House_3_Deck
Blacksmith
Woodcutter
Stone Bridge
I would say that although it looks good and could fit quite well into Skyrim, would it not be a great idea to push this much further in the textures. The geo could only really be improved by adding bevels on the edges of your wood planks to soften them up a little and the bridge could really do with sculpted parts to make the stone pop. The way I see it, if you plan to do a homage to skyrim you should try to create something on par with what you would expect to see in the next elder scrolls game rather than something that would fit well into the thing everyone has played, that will really wow people.
I really like that "woodcutter" shot with the underside of the roof, the waterwheel and such. With some nice warm lights under there contrasting the cold frigid enviro youll have yourself a certified wallpaper there my friend!
Lol yep! Not all games can have you exploring for endless hours and cutting on sleep Thanks for that feedback, it really helps when I get thoughts on my work! While working on this I have been wondering about ways to break away from Skyrim's mold so I will try and push the textures. Are there any that could use the most improvement? As for the bevels I will change them!
I have one really stupid question, i know, but where do you get these really good looking textures, just downloaded it at cgtextures.com or have you created it by yourself? I'm also wondering if big game studies use their own texture libaries or create all by theirselfs
Thanks for you answer in advance, and keep that work up!
It's frowned upon to use a straight photograph, so depending on a studio's workflow you'll edit photos or model textures in programs like ZBRush with/without photo overlays. There are lots of texture sites, just have to find them.
Firewood_Log_Props
Blacksmith
Misc_Shot_01
Inn
Pier
Aerial_Shot_01
Aerial_Shot_02
Thanks dude!
great job so far, I want to see the it finished.
subscribed!
Good to hear it! Holidays are winding down so there will be more updates on the way.
Because it is dated, and does not have the nice conveniences that UE4 does like the clean user friendly UI, streamlined workflow options like direct export to UE4 from like Maya and other plugins and such. Also production engines normally only carry the functionality of getting the environment built, and usually carry very unpolished tools. Polished public engines like Cry and UE4 are just much easier to use, and usually much faster. Also, production tools are normally incomplete or outdated to the point they are no longer functioning as they are built for use in house software editions.
Just some reasons a polished engine like UE4 would be a better choice for purely an env art project such as this.
Sounds good man! Good eye btw, those textures had the least amount of work done to them !!
Door textured
Ferns, cart and barrels
Riverwood Signs. These are the original textures except for the blacksmith.
Blacksmith table and Tanning rack
It's coming along though, keep it up!
Thanks man That is a good question and you're not the first to ask. I've been reluctant to bring everything over due to skepticism in the benefits PBR would really bring to the textures specifically in this environment. Maybe I am wrong and can be convinced otherwise, but from the demos I have seen PBR seems to really benefit polished and hard surfaces i.e. metals via metallic and roughness.
I think there's a current lack of custom lighting for foliage and such as well? UDK is pretty well equipped for that. Again, maybe I am wrong. :poly132:
There is a great spline and splinemesh blueprint for creating roads/paths in UE4 which would help solve the lighting error locater16 mentioned.
This would be a great discussion - side tangent and all! Will probably post this question in another thread as well.
Thanks for the crit!
http://www.moddb.com/games/hanako-soul-of-the-samurai/images/night-streets-comparison-udk-vs-ue4
Very good. I am guessing it's where the two roof sections connect/intersect? It's nice to have another set of eyes point things like that out... will have to keep this technique in mind for future work.
Awesome job though, looks like it's straight out of the game.
Haha thanks man! If I'd known people would be interested in them I would have posted some sooner! Will be sure to do that.
In the meantime I did some lighting and shader tweaks. Reduced the contrast of the entire scene quite a bit so the engine did more of the lighting this time. It flattened things out some. Also completed the dirt road texture and the splinemesh. Crits welcome!
Props left for completion:
-Wattle Fence texture
-Gear Box texture
-Iron Pot texture
-Thatched Roof Trim texture and mesh adjustments
From there it will be landscape assets and foliage and onto completion. Feedback always welcome!
Most def.
Thanks dude Have heard of this program before, never used it though. Looks like a great tool to block in a horizon.