Hey guys,
I've recently started a new project.
Some of you may recall Razorb/Aaron posting this image in the 'what are you working on thread' not long ago.
He was nice enough to let me use it for 3d purposes. Eventually once everything is good, I plan to throw it all in a game engine and use it as a portfolio piece.
So far I've just been working away on the highpoly pieces.
server:
floors:
door which im not really happy with yet
wall:
ceiling:
Still got a few more pieces to make and/or fix then it will be on to the low poly.
Hope you like, CnC please and thanks
Replies
The images in the first post are highpoly renders from Max.
Hi man,
The length of the room doesn't seem right on your model. There should be three tiles going towards the door where the servers are. you only have two right now. It just makes the room smaller and you might have some problems further down the line when putting everything together. Good luck with this piece looking forward to the updates.
back with an update.
I'm in need of some advice.. where should I go from here. I still have the hoses/wires to put in and a little texture retouching. The lighting is bothering me - trying to match the concept has been a challenge.
Also I'm not sure why I'm getting lighting errors/hard edge on the walls and vents. I've made separate UV channels/maps but it doesn't help.
Any suggestions are more then appreciated.
http://hourences.com/book/tutorialsue3lightmap.htm look at the stuff at the end in UT3.
As for suggestion, I'd go about getting your lighting spot on first, having the lightmaps will help you get harsh shadows. You should then create some effects for the dust around the lights. The scene makes use of lots of harsh shadows, so I think this is important.
After this I would then go about making the rest of the props, especially the larger ones. I would then add some more colour and detail to the textures.
This one has one spotlight and a couple blue pointlights for the signs and its rendered using lightmass..
^ same lighting set up only not using lightmass.
anyhelp would be appreciated. Thanks
Some people solve their lighting issues with post process volume.
Also it is worth playing with Light Mass, less bounces is probably a good idea for this small scene, here are some examples http://hourences.com/book/tutorialsue3lightmass.htm
Also take a look at the emissive on your light cos its a bit too overdone, actually add a light texture and reduce the emissive. Also think about adding a tad of emissive to the bits surrounding the light, here's an example - (by Jon Morris)
Without - http://i460.photobucket.com/albums/qq330/myleslambert/Light_Before.jpg
With - http://i460.photobucket.com/albums/qq330/myleslambert/Light_After.jpg
http://www.chrisalbeluhn.com/UDK_Lightmass_Tutorial.html
Thanks Nitewalkr, glad you like it. And yes, as ZacD pointed out, its Unreal.
I was hoping that the UDK came with a premade fod particle i could use but it doesn't look that way.. unless someone knows of one or maybe someone has one they've made I can use? Particles aren't my forte.
- Ensure your light map is high enough 512x would be good.
- Under world properties go to Lightmass -> Lightmass Settings, change envrinment intensity down to about 0.5, this control the brightness of the light outside of the lights limits. Ensure Use Ambient Occlusion is checked.
- Under your lights properties go to Light -> Light Component -> Lightmass -> Lightmass Settings lower Inderect Lighting scale considerably (0.2 ish)
And there you go. Worked for me quite well -
http://www.sstld.g2mods.net/HardLightMassShadowUDK.rar
Heres the results of it.. as you can see, shadows, but not as crisp as they should be.
also, which such a bright light in the scene the textures are becoming washed out.
all the blue lights there are of low radius and intensity.
I'm guessing you used an alpha plane texture for the status readout above the door? Looks really nice.
Great work, can't wait to see it finished.
and cheers for those tips myles. everything i've put in udk has had 0 shadows so far :poly136:
Heres a bit of an update. With the help of Myles I was able to make some good progress with the lighting today. Hope you like.
It's a small nitpick I know but the lights ont he servers aren't the same blue in the concept as the sign, I know it's small but the variation in the concept I think is interesting and your probably already going to change it
Looking forward to more updates!
back with a bit of an update.
The desk still needs some lovin' which I'll be glad to give it after I get back on Monday.
Thanks
Alright so heres where its at now.
I'm liking it, I'm pretty happy with where it is right now, and really wouldn't mind calling it done. But I'm surrrrrrrrrrre someone has some input.
Thanks
I added alot more dust/fog near the back of the room and up closer to the lights i also enhanced the orange/yellow colour coming form the main lights and a few other random colour balance things that aint really an improvement.. more just me playing around with it ;o
also i did overdo it! but ya didnt realise sorry! so much fog aaaah its lieka smoking room now haha, im so tired!
hope you dont mind!
EDIT* yea and in response to guy below they where meants to be numbers but i was too lazy to do them all so i ended up just doing dashes ;( sorry brandon!
The lighting is much better than before. Keep it up!
Since there is smoke in your scene shouldnt the blue lights on the server be blurry? Or Fading outwords at 0.001 ratio? Or your plan was to create the static lights for them. Not sure if you understand my question.
The only thing is shouldn't the lights be glowing a bit if its that hazy?
Aaron, you should go pass out for a few hours. lol. Thanks for the paintover. I'll work on adding in some more atmosphere fo sho. The blue dashes though! MISSLEADING! hah, jk.
Kaburan, I actually just tried out some fonts/numbers inside the blue and they just get washed out with the DOF and bloom. I will have to play around with it some more on a later date... like, tomorrow. lol.
Nitewalker, thanks Not sure I totally know what your asking though. The lights are a tad blurry thanks to the emissive and bloom. too much bloom and they look goofy.
RoosterMap, thanks But Whats your beef with my door? Huh!? lol. But seriously.
ZacD, theres actually next to no fog in it.. the level i have it set at is 0.00008 density and 0.05 brightness. ill play around with it some more though. thanks
Nice work so far. =D
100% agree with the light, maybe smaller round lights like LED
But you're getting very close to the initial concept, beeing a nice looking scene!
Thanks for everybody's input thus far.
Ged, thanks for the idea. However, i think i'll save it for another project . Maybe my next one. I don't really know much about making reflections within udk... something with cubemaps and something something something. lol.
I've made a few updates.. hopefully for the better.
I changed the server lights to LEDs as Orb mentioned. They look alright... I don't know if i like them yet.. probably still need some tweaking.
I got rid of all the planes i was using for the atmosphere and made some emitters instead which look muchhh better.
And lastly I tweaked the lighting a bit to make it look a little more like the paintover Aaron did.
Heres a close up of the new server lights.
and the new overall look.
Watcha think?
Thanks again.
The new dotted server lights look much better, just one tiny suggestion, randomize it a bit, right now it's very obvious it's exactly the same light pattern on both the left row and right row of servers. Other than that it's great.
Impressive improvement over the course of the thread.
I tried to randomize the lights a little more - they may need more work still. And i added into some "hologram projectors" by the doors. I also tweak the colour of the light beams.
Acapulco - thanks
Glib - Are you suggesting that I bring more red into the fog and lights? And i appreciate the kind words. I'm glad the scene coming together as nice as is it.. when i first started the project I was worried I was going to be able to do Aaron's concept any justice. This is my real first attempt at trying to mimic a concept.
I'm wondering how you did the cables on the floor, and the cables hanging in the ceiling as well.
Lot's of questions, hehe.
Looks like you may have a T-Rex hiding in the upper right viewport. Watch out!!