rawsies paintover has some dope things that add some nice breakup, the larger cracks, as well as some big wide horizontal layers really make it look nice, try to add those things.
when painting rocks like these focus on getting down the huge forms with crisp bold strokes, right now it looks a little too evenly detailed all over and nothign is pushed to an exteme.also, having some crash through outcrops will help break up the repetion too.
rawsies paintover has some dope things that add some nice breakup, the larger cracks, as well as some big wide horizontal layers really make it look nice, try to add those things.
when painting rocks like these focus on getting down the huge forms with crisp bold strokes, right now it looks a little too evenly detailed all over and nothign is pushed to an exteme.also, having some crash through outcrops will help break up the repetion too.
hey pixel masher thanks for the input i tried rawsies wide horizontal line but when i put it in it looked really bad with the way i'm doing my modular stuff.
like the granite slabs i sell at my work everyday horizontal lines look good in portions where your not using alot of space but because the rocks are modular it looks really bad when there a bunch of them.
ill give the bigger cracks a shot though and can you explain a crash though to me im not sure what that mean?
Hey ae, what raw did to the rocks (variation in colour which in turn creates the illusion of various edges) I really like, and i think you should try and replicate that. Right now the rocks just seem way to flat (texture wise) and maybe create some circular pieces as well, everything is so straight and monotonous (not the rock shapes, but the formations).
I think you should push this as much as you can since this is your little baby You want it to be the best it can be
Keep it up man!
Edit: Doh! Didn't see the third page yet, Pixel said exactly what i was thinking So nm :P
Character is looking really sick, you guys are coming along nicely.
hey guys been messing around in ut3 and when trying to bake my lighting ut3 crashes there s two seperate errors the first one when I go build all it crashes and the second if i try to play in editor.
just realised im getting that Kernall error like i did before how do i fix that again? gotta dig and see where the solution is.
I like it
i think the frequency of detail need to be addressed in that wall, i would create a new comonent which is much flatter and plainer that you can insert here and there to break it up a little
edit- whay do you have cracks on the corners, try making them lighter instead
I like it
i think the frequency of detail need to be addressed in that wall, i would create a new comonent which is much flatter and plainer that you can insert here and there to break it up a little
edit- whay do you have cracks on the corners, try making them lighter instead
thanks for the crits man will damper the edge cracks.
im gonna move on a little and come back to the rocks with some fresh eyes.
:thumbup:
anyone know of any good water tutorials for UE3 explaing how to make your own water? cause i want the water to look cartoony
Ew...does this happens within the editor? (Like it loads properly).
All I can really say (Whenever I see that kernel32.dll) I usually backup everything in my Unreal folder (where your custom maps are stored) and then delete contents within the UTGame folder. So for example I would go here : My Documents\My Games\Unreal Tournament 3\UTGame then delete whatever is in that folder, and restart the Unreal Editor, let it build all those paths again, and then put your work back in.
Only thing is... I don't think this "fix" has anything to do with your issue... sounds like maybe one of the shader files got damaged? Maybe good it up and see what others have to say.
hourences site has good water tuts
but it's largely easy, a few different directions on multiple panning layers, then a cubemap for reflections distorted, and throw in whatever you want on top of that
I think you could do some nice water like wind waker maybe?
depends if you want a dirty mass of unlit translucencys or opaque materials.
wind waker two layers of cartoon water with tight fresnel based simplified reflections might look cool
In unreal is it possible to reflect different models to that above the water? anyone know, cos if so reducing the land masses to single colour distorted shapes could look sweet
always look forward to seeing how people attack these things
wind waker two layers of cartoon water with tight fresnel based simplified reflections might look cool
In unreal is it possible to reflect different models to that above the water? anyone know, cos if so reducing the land masses to single colour distorted shapes could look sweet
always look forward to seeing how people attack these things
'cheapest' way is to double the mesh up with a copy, take that copy and flip it so its under water, then mat swap it with custom reflection mat
Still means you've got translucent water( ) but you don't take the hit of scenecaptures
but you could use a scenerender actor, and use a different pp material on it to force simple colours etc if you wanted to throw performance to the wind.
ae, I am looking forward to this coming together man, don't think I've said yet! I like the rocks, the change of direction was impressive
all depends on if you ever need to go under water or if the water geometry moves at all i guess, as either of those rules out duplicate geometry tomfoolery
toggle hidden, water trigger volume, surely?
As for if the water moves up, or down, etc, that's a little more complex, yeah
But yeah theres always a way I suppose. Been trying to figure out GTA 4's water for ages :P
thus ends my offtopicness because that sculpted rhino is the tits, very solid
Looking good ae! When you get to work on the truck thing make sure to carry over the style you have in the drawing. That slight bubble effect on the cabin really makes it interesting, in the blockout its just kinda a tappered block. Looking forward to updates.
The floating platforms look really repetitive but don't worry ill be adding alot of junk to break it up also gonna add different style platforms here and there. the levels coming together now hope to have alot of progress over the weekend.
not really feeling the grass. It looks like the mud and stones have been dyed green. I think more stylised chunks and patches of grass, matching with style of the previous rocks would work nicer.
not really feeling the grass. It looks like the mud and stones have been dyed green. I think more stylised chunks and patches of grass, matching with style of the previous rocks would work nicer.
Liking the wood work!
totally agree with you on the grass, gotta refine it more! :thumbup:
thanks for the compliment Airborn is a beautiful mod!
The only thing i didn't make is the water i just changed a few of the properties and color of the water using some sneaky post processing :P
and yes this is unreal.
the thing right now is trying to fill up the space. its kinda bare bones right now. been spending alot of time trying to make good game play rather than making a good looking level hopefully it wont bite me in the ass in the end.
Any crits would be great i know the updates look the same, but any suggestion on what to add take away and improve upon would be awesome to get.
I think the red pipes on the concrete wall are poping too much. Before when they were just in the mountains/over the grass it worked to bring the eye back to those mountains.
Right now it just locks my eyes in on that big, boring concrete wall.
hmm well not sure what your overall purpose is, dont mean to be a douche and not read the entire thread but the space you created so far seems to be begging for a focal point and some interest. Some prominent building or buildings would be nice as a center piece
also I would tone down a lot of the colours....looks too contrasty in my opinion. A lot of the values seem to be competing with each other instead of working...i know its still early but in the end I believe trying to unify the color scheme will make a huge difference. Also I would get rid of that bloom/glow on the wood stub thing, it looks unnatural even for a stylized world
took time and looked over the overall design of the game i realised alot of nagging issues so all day today i spent time on a new map focusing more on platforming and vertical combat.
so far its coming out good excuse the lights and grass still have not worked on them.
i like the overall design so far hope to flesh it out more.
Lookin good man, I like the new platforms you have running around the edge of the map. The grass is looking better now that it has less of the mud randomly mixed in. I would say add some mud around the base of the buildings and where the water meets the shore. Keep up the good work.
apparently ue3 doesnt support AA. I just found out because ive been trying to do the same thing....with dx10 you can force it with decent results, dont know if this would have any impact on the editor. With dx9 there is a work around where u rename unreal.exe to bioshock.exe and then set the AA to like 4x....dunno if this works tho, i havent tried it myself
Got the diffuse started and a basic spec. I think looking at AE's environment work so far, i'm going to have to change them a bit to make it fit better.
Dont have UE3 on me at the moment, so that's given me the chance to try out marmoset. Again i'm sure i'll probably have to tweak the textures to fit in UE3.
massbot the rhino is looking ace cant wait for you to pose him with the gun :P
heres 2 updates:
Working on some set props right now, right now a truck finished the low working on the high hope to have it done by tommorow, then work on the texture and so on.
...and in that manner: purple shadows may benefit from a yellow light.
ur high-key colored scene does indeed need some balance. i think what's popping the red is the brightness, which (at least in the screenshot) reaches 100%. try rematching it with the green at 80% or so, make sure both value and color keys are consistent everywhere so the balance remains. you might also want to try going full monty with high-key blue mountains, less grey. maybe white clouds add a global relax factor.
Replies
when painting rocks like these focus on getting down the huge forms with crisp bold strokes, right now it looks a little too evenly detailed all over and nothign is pushed to an exteme.also, having some crash through outcrops will help break up the repetion too.
hey pixel masher thanks for the input i tried rawsies wide horizontal line but when i put it in it looked really bad with the way i'm doing my modular stuff.
like the granite slabs i sell at my work everyday horizontal lines look good in portions where your not using alot of space but because the rocks are modular it looks really bad when there a bunch of them.
ill give the bigger cracks a shot though and can you explain a crash though to me im not sure what that mean?
I think you should push this as much as you can since this is your little baby You want it to be the best it can be
Keep it up man!
Edit: Doh! Didn't see the third page yet, Pixel said exactly what i was thinking So nm :P
Character is looking really sick, you guys are coming along nicely.
im not really feeling it so im up for suggestions
also im working on a dirt texture decal to put over the grass.
just realised im getting that Kernall error like i did before how do i fix that again? gotta dig and see where the solution is.
i think the frequency of detail need to be addressed in that wall, i would create a new comonent which is much flatter and plainer that you can insert here and there to break it up a little
edit- whay do you have cracks on the corners, try making them lighter instead
thanks for the crits man will damper the edge cracks.
im gonna move on a little and come back to the rocks with some fresh eyes.
:thumbup:
anyone know of any good water tutorials for UE3 explaing how to make your own water? cause i want the water to look cartoony
Rendering thread exception:
Assertion failed: ElementIndex < Parameter.GetNumResources() [File:c:\depot\unrealengine3-ut3-pc\development\src\engine\inc\ShaderManager.h] [Line: 168]
Stack:
RaiseException() Address = 0x7603f328 (filename not found) [in C:\Windows\syswow64\kernel32.dll]
CxxThrowException() Address = 0x73f88e89 (filename not found) [in C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.3053_none_d08d7bba442a9b36\MSVCR80.dll]
Address = 0xbb4f92 (filename not found) [in c:\program files (x86)\steam\steamapps\common\unreal tournament 3\Binaries\ut3.exe]
Address = 0xe873fe4c (filename not found)
Address = 0xe873fe4c (filename not found)
RaiseException() Address = 0x7603f328 (filename not found) [in C:\Windows\syswow64\kernel32.dll]
CxxThrowException() Address = 0x73f88e89 (filename not found) [in C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.3053_none_d08d7bba442a9b36\MSVCR80.dll]
Address = 0xbb4f92 (filename not found) [in c:\program files (x86)\steam\steamapps\common\unreal tournament 3\Binaries\ut3.exe]
Address = 0xe873fe4c (filename not found)
Address = 0xe873fe4c (filename not found)
All I can really say (Whenever I see that kernel32.dll) I usually backup everything in my Unreal folder (where your custom maps are stored) and then delete contents within the UTGame folder. So for example I would go here : My Documents\My Games\Unreal Tournament 3\UTGame then delete whatever is in that folder, and restart the Unreal Editor, let it build all those paths again, and then put your work back in.
Only thing is... I don't think this "fix" has anything to do with your issue... sounds like maybe one of the shader files got damaged? Maybe good it up and see what others have to say.
Good luck AE.
but it's largely easy, a few different directions on multiple panning layers, then a cubemap for reflections distorted, and throw in whatever you want on top of that
I think you could do some nice water like wind waker maybe?
depends if you want a dirty mass of unlit translucencys or opaque materials.
In unreal is it possible to reflect different models to that above the water? anyone know, cos if so reducing the land masses to single colour distorted shapes could look sweet
always look forward to seeing how people attack these things
Had some time to start some zbrush today. Still a fair way to go before I start putting the details and stuff in.
I got some work done on some simple props, but will have an update on one of my set pieces tomorrow hopefully.
Still means you've got translucent water( ) but you don't take the hit of scenecaptures
but you could use a scenerender actor, and use a different pp material on it to force simple colours etc if you wanted to throw performance to the wind.
ae, I am looking forward to this coming together man, don't think I've said yet! I like the rocks, the change of direction was impressive
As for if the water moves up, or down, etc, that's a little more complex, yeah
But yeah theres always a way I suppose. Been trying to figure out GTA 4's water for ages :P
thus ends my offtopicness because that sculpted rhino is the tits, very solid
cant wait to get home and start work :P
thanks man, I was fighting the urge to over complicate the texture with too much detail, I ended up drawing in a subtle wood grain.
anyways more hand painting wich im kinda getting used too now, this is going to blend into the grass texture.
where the water is there will be docks with alot of houses to jump up on.
the map basically plays like blood gulch from the first halo but with control points.
im gonna dedicate the next 2 weeks to getting the props done for the map i have a few in the works and a bunch i have yet to put down into the map.
Liking the wood work!
totally agree with you on the grass, gotta refine it more! :thumbup:
The only thing i didn't make is the water i just changed a few of the properties and color of the water using some sneaky post processing :P
and yes this is unreal.
the thing right now is trying to fill up the space. its kinda bare bones right now. been spending alot of time trying to make good game play rather than making a good looking level hopefully it wont bite me in the ass in the end.
Any crits would be great i know the updates look the same, but any suggestion on what to add take away and improve upon would be awesome to get.
Right now it just locks my eyes in on that big, boring concrete wall.
Looking very nice otherwise.
so far its coming out good excuse the lights and grass still have not worked on them.
i like the overall design so far hope to flesh it out more.
Here's a Wip low poly of the rhino.
Got the diffuse started and a basic spec. I think looking at AE's environment work so far, i'm going to have to change them a bit to make it fit better.
Dont have UE3 on me at the moment, so that's given me the chance to try out marmoset. Again i'm sure i'll probably have to tweak the textures to fit in UE3.
heres 2 updates:
Working on some set props right now, right now a truck finished the low working on the high hope to have it done by tommorow, then work on the texture and so on.
also did some more work on the map:
edit: shotgun you were right that was not so nice from me,- will keep that in mind.
keywords: objective, positive, constructive.
...and in that manner: purple shadows may benefit from a yellow light.
ur high-key colored scene does indeed need some balance. i think what's popping the red is the brightness, which (at least in the screenshot) reaches 100%. try rematching it with the green at 80% or so, make sure both value and color keys are consistent everywhere so the balance remains. you might also want to try going full monty with high-key blue mountains, less grey. maybe white clouds add a global relax factor.
(that being a good thing)
the truck is preposterously sick
edit: holy shit i really want to make bebop and rocksteady in lowpoly now