- The tree trunk seems to have a smooth surface, like plastic, maybe work a bit on the spec map, using a real trunk texture to make it shine at the right places
- Maybe make the throne shine a little bit with more spec, like this statue here http://img402.imageshack.us/img402/5999/uncharted2amongthievesp.jpg and hey, it looks like there's some lights source on each throne arm. Are you planning on putting some fire there? (btw i like the polycount logo on it xD)
- You can make the stairs look a bit older.
- Add some colourful vegetations?
Wow, those tweaks are going far! This scene is really comin' together.
You just made me think about how stiff the competition is this year dude, hats off, keep up the good work. Any new assets you add are going to look awesome with the lighting setup you have going.
The bright white behind the tree makes it a little surprising to be able to read the detail in it so well - I would have thought that much back light would make the tree a bit more silhouetted.
Gorgeous work overall, good energy in the tree, nice job nailing that Aztec/Mayan quality, nice palette, etc etc
ahh, well, that makes sense then.
U knwo, i actually tried to use that unreal default volumelight shader as well. But since it is angle dependent it does not kinda work for a static image like what we r dealing with for the competition. soemtimes the angle is not sufficient to make the ray less transparent :P
I would reccomend to simply use alpha texture on ray, this way u'll have more control over the visibility of rays
Love the mood!
I don't know if you plan to do some trees/rocks/whatever at the very close view, but that would make it more immersive and interesting, (I think).
Looong time without seeing this thread and.. Damn you did a really great work
Nice WIP everywhere
Your last stuned me , I really like the way you go with this tree and the overall architecture in a Maya style
I agree with Fei : you can make the stairs more older
Anyway, I can't wait to see your final shot, it'll be surely gorgeous
Good luck to you :thumbup:
I know what you mean about the jpg compression (losing the red tips), but the final is 1100, so you gotta make it work. Which leads me to the only thing this scene lacks; red. If you could trick some proper source of that color it'd put this scene over the top. Banners would be the easy choice, but larger foliage would be more on theme. Some medium sized flowering plant could do the trick.
Didn't had time to work a lot this time due to a new job and so on ~
I've decide to switch to the UDK (even if the relight is time consuming) mostly to take advantage of the AO, so here is what i get so far...
No major change, added some flying leaf to give more life to the shot, done some props to test some composition but all was crappy so I've removed everything to think about it later.
Oh and there is a 2nd camera angle test cause i guess you get bored to see the same view over and over again xD.
Is it hard to get the AO settings to work? AO would make my scene really pop too, but I am afraid to touch UDK now hence a few were having problems with it.
Nice scene I like the flying leaves, nice touch Maybe add glowing jewels from the polycounts face? You know...model gems put it in there as some ritual/puzzle like Resident evil 5. So it helps guide eyes to the polycount glowing eyes up to the trees, then spread the eye vew through its branches and so on.
Thanks everyone for the comments o.O
Update~
I moved 3 leaves, 2 branches, 1 flowers, and adjust a little my light and FX u.u (if you see no difference other than the light it's normal O.o; )
I don't think that I'll change that much my scene unless I get a really brilliant idea (every composition test I did was broking the composition I try to achieve).
Hmm, that foggy lighting really killed a lot of the cool detail on your tree, the old shot was much better in my opinion. I suggest taking a few days off and coming back to it, see if you still like it, sometimes you work on something too long and make change for chage's sake, or just as likely maybe i'm wrong! lets see what the majority thinks.
I also think you could use a little more sense of "end game", something as simple as making the eyes glow on the chair, just some kind of ominous hint that the Mayan legend is true and we're all doomed.
Great scene, one of the top contenders in my book!
I don't think that I'll change that much my scene unless I get a really brilliant idea (every composition test I did was broking the composition I try to achieve).
- beautiful! i really dig what you have here, did you try a beauty shot looking into the pit? that might help
Small update with a test of glowing polycount logo I've try different color to try to not broking the mood of the picture (I want people to notice the throne but not to focus only on it).
I'm not really convince by it anyway, so I'm gonna wait some day with it and remove it if I still feel that it doesn't really fit with the scene.
By the way, why people always think about apocalypse and end of the world when they think end-game? Never did an happy ending?
@Mazvix : LightMass isn't too hard to handle, it's easier to get a consistent light in your level without have to put point light everywhere to fake your lighting, but it's lil more tricky when you try to get some fake like effect that would be wrong in the reality but, are valuable in your scenes or images (sorry for the late answer I usually post late in the night so I forgot the half of what I want to type u.u.
@Zacd : I'll post a screen without post effect later, I just saw your post but right now my bed is calling me u.u;
Well, in most games you don't exactly sit down and have a cup of tea with the end boss . Also the UC rules page hint very much at destruction and combat.
thanks for the input, np on the reply (I will have to touch udk at some point.) I am glad you fixed up those eyes like I mentioned, looking beast
EDIT: blue was a good choice because it still matches the sky, so I do not think you went overboard, and it still gives interest/importance to the statue.
The 2nd angle, with and without the unreal post effect stuff O.o
I've got some weird red/green dot a lil everywhere due to the preview lighmass setting ~
I'm not sure about the bloom, i wanna see the details but as Zpanzer said, the whole scene become more "heavenly" with it.
In the end i think keeping it is better. When you look at the whole thing it rox more.
Thanks everyone.
For the wireframe, just export it through collada files (which export the camera and lights as well) then import the file in maya or 3ds, check the settings of your cam to match those of unreal and you got exactly the same shot \O.o/
Replies
- The tree trunk seems to have a smooth surface, like plastic, maybe work a bit on the spec map, using a real trunk texture to make it shine at the right places
- Maybe make the throne shine a little bit with more spec, like this statue here http://img402.imageshack.us/img402/5999/uncharted2amongthievesp.jpg and hey, it looks like there's some lights source on each throne arm. Are you planning on putting some fire there? (btw i like the polycount logo on it xD)
- You can make the stairs look a bit older.
- Add some colourful vegetations?
And i agree with Gamedev's feedback
by the way it seems that the jpg compression wipe some color contrast mostly in the grass with the red tips, which is kinda annoying >.<...
You just made me think about how stiff the competition is this year dude, hats off, keep up the good work. Any new assets you add are going to look awesome with the lighting setup you have going.
Gorgeous work overall, good energy in the tree, nice job nailing that Aztec/Mayan quality, nice palette, etc etc
Volume light rays aren't parallel though :P Which kinda doesnt make much sense.
proof that it did happen ! (ok surelly it looks better on the picture but i'm trying xD)
U knwo, i actually tried to use that unreal default volumelight shader as well. But since it is angle dependent it does not kinda work for a static image like what we r dealing with for the competition. soemtimes the angle is not sufficient to make the ray less transparent :P
I would reccomend to simply use alpha texture on ray, this way u'll have more control over the visibility of rays
I don't know if you plan to do some trees/rocks/whatever at the very close view, but that would make it more immersive and interesting, (I think).
Nice WIP everywhere
Your last stuned me , I really like the way you go with this tree and the overall architecture in a Maya style
I agree with Fei : you can make the stairs more older
Anyway, I can't wait to see your final shot, it'll be surely gorgeous
Good luck to you :thumbup:
"Foug
Maya ... EzMeow. It seems totally logical to me
No matter if it is Maya-made or Max-built,
this environment kicks ass!
I've decide to switch to the UDK (even if the relight is time consuming) mostly to take advantage of the AO, so here is what i get so far...
No major change, added some flying leaf to give more life to the shot, done some props to test some composition but all was crappy so I've removed everything to think about it later.
Oh and there is a 2nd camera angle test cause i guess you get bored to see the same view over and over again xD.
the lighting looks wonderful
But u removed distant buildings Maybe add some tree tops instead?
Anyways, the scene is very good
very inspiring
Nice scene I like the flying leaves, nice touch Maybe add glowing jewels from the polycounts face? You know...model gems put it in there as some ritual/puzzle like Resident evil 5. So it helps guide eyes to the polycount glowing eyes up to the trees, then spread the eye vew through its branches and so on.
Update~
I moved 3 leaves, 2 branches, 1 flowers, and adjust a little my light and FX u.u (if you see no difference other than the light it's normal O.o; )
I don't think that I'll change that much my scene unless I get a really brilliant idea (every composition test I did was broking the composition I try to achieve).
I also think you could use a little more sense of "end game", something as simple as making the eyes glow on the chair, just some kind of ominous hint that the Mayan legend is true and we're all doomed.
Great scene, one of the top contenders in my book!
- beautiful! i really dig what you have here, did you try a beauty shot looking into the pit? that might help
I like the glowing eyes idea.
I'm not really convince by it anyway, so I'm gonna wait some day with it and remove it if I still feel that it doesn't really fit with the scene.
By the way, why people always think about apocalypse and end of the world when they think end-game? Never did an happy ending?
@Mazvix : LightMass isn't too hard to handle, it's easier to get a consistent light in your level without have to put point light everywhere to fake your lighting, but it's lil more tricky when you try to get some fake like effect that would be wrong in the reality but, are valuable in your scenes or images (sorry for the late answer I usually post late in the night so I forgot the half of what I want to type u.u.
@Zacd : I'll post a screen without post effect later, I just saw your post but right now my bed is calling me u.u;
thanks for the input, np on the reply (I will have to touch udk at some point.) I am glad you fixed up those eyes like I mentioned, looking beast
EDIT: blue was a good choice because it still matches the sky, so I do not think you went overboard, and it still gives interest/importance to the statue.
I've got some weird red/green dot a lil everywhere due to the preview lighmass setting ~
If i would be there i would like to climb that cliff and see whats up there
Great work!
Althou, I'd say leave the bloom on, gives it a much more "heavenly" and "goodly" feel
I'm not sure about the bloom, i wanna see the details but as Zpanzer said, the whole scene become more "heavenly" with it.
In the end i think keeping it is better. When you look at the whole thing it rox more.
I can't see the last pic though...?
Maybe one feedback, you have to frag them all in l4d2, oh and don't let them catch me! XD
Really good tex and polycount usage as well.
PS: The last pic appears just fine here..
Lots of work in that tree
Looks great.
For the wireframe, just export it through collada files (which export the camera and lights as well) then import the file in maya or 3ds, check the settings of your cam to match those of unreal and you got exactly the same shot \O.o/