Hello I am working on a UDK Environment and wanted to get feedback and critiques, I had a few questions what would be a good replacement to the archway I have? I was thinking of going with a limestone archway that was toppled over and if anyone knew a good tutorial for UDK 4 to make mist under the waterfall? Thank you for your time.
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. Does the gate need to be fixed texture wise?I packed that texture well.Thank you for the crit.
The biggest thing that stands out to me would be the consistency of the textures scene. I'm seeing a myriad of different textures and colors that don't seem to go together. Like, that archway is made out of stone, but the actual stones in the area are using different colored textures. Likewise, the posts for the rope bridge just look like tree trunks, versus the wood on the little arched bridge that actually looks like processed wood, versus the wood on the planks of the rope bridge that is, again, completely different. Not saying that you should plaster the same texture on everything. It gives the appearance of just finding a bunch of textures randomly and trying to throw them all together.
The second thing is that you should rebuild your lighting when showing off the scene, so that we actually know what the scene looks like. Once the lighting has been rebuilt consistently, I'm sure that the texture variation I just mentioned will neutralized quite a bit. (Also, note that you can hide all of the viewport sprites for emitters and such by going into "Game Mode" (pressing G), and you can also deselect whatever is selected by pressing Esc so that you can get cleaner screenshots.
As for building a waterfall with particles, I'm dealing with the same thing. I've been tearing apart sample Particle Effects demo and learning a lot from that. My workflow was that I created a rather generic "flowing water" particle for the bulk of the water, then another texture that like droplets flowing down over the base water particle. (I'm also considering adding a layer that looks like a wave of water crashing down.) I then placed and scaled a few different instances of it to make it look more natural. I then have separate particle systems for the splash of the water crashing into the main water below, a particle mesh emitter for the water ripples, another splash for water bouncing off of surrounding rocks, an emitter for cloud-like mist, and lastly an emitter that just creates some drops of water falling off of the surrounding rocks from the mist condensing.
Also, don't forget foliage variation! Grass won't be evenly covering everything 100%, nor will all of the grass be the same color or type, and for anything that is supposed to be in a natural environment, there will be lots of different plants, flowers, and weeds growing in various locations.