Hi all,
I wanted to show some WIPs of my current learning project (mainly learning asset creation), a temple scene rendered in udk (because I haven't tried UE4 yet, learning that will be my next project).
Started by creating some assets and kinda liked the idea of glowing mushrooms/plants, so I am going for more of a fantasy scene now.
Plan is to basically create 3 rooms, some kind of entrance hall (which is the one on the WIP), a floor and a room with some kind of a shrine in the middle, haven't figured out what exactly to do there yet.
I am very happy about every ideas, critiques, comments etc.
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WIP:
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Another angle:
[IMG]
http://www.polycount.com/forum/<a href=
http://www.directupload.net/file/d/3848/b4wsqan3_jpg.htm target=_blank>[/img]
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Unlit:
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Replies
I think the first thing I noticed was the scale of the room. This is obviously completely subjective since you might want the room to be this shape/size, but I think the scene might benefit from having a higher ceiling. I would also consider trying a different texture for the walls and ceiling, at the minute the room tends the blend into one because of the repeating texture and I think smaller stones or tiles on the walls might help the appearance of the rooms size too.
Hope that helps, look forward to seeing your progress!
I am already working on some patches of moss and dirt to break up the texture a bit more, but maybe I'll even do a seperate rock/destroyed version of the ground for the walls, depending on how the dirt stuff looks. But I definetly have to get rid of the repetitions, that's totally true!
Any ideas on HOW to make the mushrooms glow more? I would really love to do that, but I have no idea how since I already used an emissive map (+lights in udk) and I don't have much experience with glowing things.
I'm even thinking about adding more different glowing vegetations, here are some references I really like:
I am not sure what I want to do with the scale, I have to test how a higher ceiling looks. Maybe I'll do that in the shrine room and leave the entrance like it is, no real idea yet, we will see
This seems like a quick answer but might lead to more useful tutorials:
https://forums.epicgames.com/threads/770838-How-to-get-a-glow-effect-on-an-object
An emissive mask might help you achieve a look similar to the top and middle reference:
https://udn.epicgames.com/Three/MaterialExamples.html
You might find some helpful tips from the scene linked in this thread (it looks awesome!):
http://www.polycount.com/forum/showthread.php?t=75319
Sorry I couldn't help further, good luck!
And the scene linked in the last one was one of my main inspirations when I started this project
Anyways, did a few new things:
First I started creating the shrine thing:
On top of this thing will be a fancy looking stone with blue glowing runes, maybe even hovering over the shrine thing..
And I also extended the level a bit (by adding the shrine room) and started placing more mushrooms and playing with the lights.
Currently I am sculpting a new texture for the walls, so it doesn't look to uniform texturewise.
Oh, and I did some tests with more glowing mushrooms, I think the glowing is waaay too strong now, but if I tweak the intensity and color a bit more and make the firefly-particles smaller it could work out..
And I also tweaked the glow a bit more, now I'm quite happy with the result
I also created a tiling brick texture, which will be used to make the walls less repetitive:
try something like this for the walls:
[ame]
Go back, and fix that, because thats the only thing sopping this from being really nice!