Can we some of the modular assets on their own? And I presume the lighting in WIP - though as it stands its very flat.
The set is looking pretty good. Some more material work is needed to really define surfaces, and some pieces look a bit blurry (pixel density does not seem to be uniform).
Great work man I really like it. When you have the lighting finished this is gonna look awesome.
I would also like to see the modular assets. I'm going to be making some medieval interiors soon as well and could gain some valuable knowledge from seeing this scene broken down into pieces.
nice looking stuff. could use a bit more contrast to give it some pop imo, the final images are kind of flat, especially for something supposedly lit by flames braziers. The modular pieces themselves really really nice, just some lighting changes would make it shine.
Assuming the lighting is a WIP, this seems to be on its way to being a very solid piece. Having the advanced lighting post processes available in the new UDK doesnt hurt either. Lookin' forward to this when it's finished.
It looks cool dude, could use some lighting but that I guess is gonna come later. Only thing I would point out, and this is a matter of taste, is that there is alot of tribals in both walls, roof and floor, pretty excesive.
to different scales in density details, some patterns are way to big whereas some details or patterns are to tiny in scale.
Also most corners are to clean and super sharp like 3d graphics polygon sharp. Add some dirt or darkness spots there in the texture to make it blend in better together without giving the impression of hard edges and polygons.
Except for the statue colors are working nice together. As for the composition and rendering setup (in the engine) maybe more contrast and a somewhat darker environment so that shadows and the colored lights can work better.
This really looks awesome! I really enjoy the floors and ceilings!
One thing I noticed about your staircase is your brick work. I'm not an architect, so I could be wrong, but I think most often the bricks are always level, and not on a diagonal. Goodluck! Great work! Here are two examples of what I mean:
Create a constant3Vector in the material editor, set the values to something like 1.3,1.3,.7 (some people even put 0 in the Blue channel, but I don't). then create a multiply node. Connect the normal map and the vector to the multiply node and then connect its output to your normal slot.
I'd scrap the stone walls altogether. You have nice ornate detailings that work fairly well with a capeted (or tiled?) floor. The big clunky stones just don't fit. Should be relatively easy to replace though and i liked the colors you had going on, maybe you could do something cool with granite mixed with another stone to create ornate designs, *shrug*
Ok i added a noise overlay normal to everything and increased the bump.. I think one reason certain peices are looking flat is because of the diffuse not showcasing highlights. ILl have to go back and fix that soon.
This is my 1st post on poly count so feel free to disreguard what i say, But the verticle parts of the stairs might look a bit better if they didnt have the same texture as the rest of the floor, and maybe model a small lip onto each stair to give the effect that the stairs are huge slabs of marble on top of a brick structure.
This is my 1st post on poly count so feel free to disreguard what i say, But the verticle parts of the stairs might look a bit better if they didnt have the same texture as the rest of the floor, and maybe model a small lip onto each stair to give the effect that the stairs are huge slabs of marble on top of a brick structure.
just a thought
Not a bad idea. I went ahead and fixed the stairs up so the normal gives the illusion that there is a lip, as shown here.
looks awesome man having the break in texture on the stairs looks really effective, now i think the only thing i could suggest to improve is maybe a bit of dirt in the seam where the verticle and horizontal meet.
but that would be something for the entire scene, seeming as thats where dirt would be most noticible
This is looking sick reminds of main building in soul reaver 2 combined with the palace in prince of persia two thrones...only crit is that the design on the floor tiles just seems to be over used, try making patterns with it. Also I would take it off of the stairs they don't really look right to me with the pattern on them, the rug does them more than enough justice.
Really nice work so far. I like all the detail everywhere, it's almost too busy yet it gives a very rich feel to the set.
The rug on the stairs needs a ending trim/edge to it at the bottom, right now it sort of ends in the middle of a texture tile and doesn't look quite right.
Don't forget to punch up the contrast in your lighting as you move forward with this. You can accomplish this by lowering the Environment Intensity and/or using a darker Environment Color in the Lightmass settings of your map's World Properties. Then crank up the intensity of the light coming from the windows and torches.
Have you done much work on your Specular textures and SpecularPower textures or values in your materials? They need to be used to help break everything up, right now all your objects look like they're made of the same material.
but your LIGHTING! this set piece has the potential to be something great, you need to really look into emissive lighting for your windows, and make that much much higher contrast. UDK's lightmass is an unbelievable tool, i'm sure you'll be able to set something up really simple with just a few lighting tricks
but your LIGHTING! this set piece has the potential to be something great, you need to really look into emissive lighting for your windows, and make that much much higher contrast. UDK's lightmass is an unbelievable tool, i'm sure you'll be able to set something up really simple with just a few lighting tricks
Agreed. Lightmass takes care of the hard stuff for you All you need to do is set up your emissive textures and some point lights and it will make it look nice. I forget what thread its in, but Kevin Johnstone recommends brightening your textures a lot more than you normally would to give lightmass some more color to work with.
Im trying to get a handle on lighting, in the meantime i went and did a grunge pass to all textures to get rid of that "clean" look i had going. Sorry if its hard to tell in this pic.
Looking really nice. Got some really nice assets in there.
For crits:
Lighting can be punched a lot more (looks like its more or less evenly light everywhere except the outside is slightly darker. That fire brazer is the only light in this room so you should light it that way, have it as the main sorce of light and let lots of things fall into darkness around it. Will give it a really nice mood and look. Dont drop them into too much darkness or you wont be able to see your work.
Your door and and a few of those other modular brick peices still look blury. The bricks are not being defined enough. Your wall is poping out nicley, your other stone work is not.
Got to say the first thing I thought of when seeing this was that it was a Harry Potter Castle
Replies
The set is looking pretty good. Some more material work is needed to really define surfaces, and some pieces look a bit blurry (pixel density does not seem to be uniform).
Looking forward to updates.
-Tyler
I would also like to see the modular assets. I'm going to be making some medieval interiors soon as well and could gain some valuable knowledge from seeing this scene broken down into pieces.
Here are the majority of the module assets of these particular shots.
-Buddikaman
-Buddikaman
Also most corners are to clean and super sharp like 3d graphics polygon sharp. Add some dirt or darkness spots there in the texture to make it blend in better together without giving the impression of hard edges and polygons.
Except for the statue colors are working nice together. As for the composition and rendering setup (in the engine) maybe more contrast and a somewhat darker environment so that shadows and the colored lights can work better.
-Buddikaman
One thing I noticed about your staircase is your brick work. I'm not an architect, so I could be wrong, but I think most often the bricks are always level, and not on a diagonal. Goodluck! Great work! Here are two examples of what I mean:
Update- fixed stairs.
-Buddikaman
The only thing i can think of is Global Illumination is turned on, im pretty sure thats whats causing it. I am still new to Unreal lighting.
-Buddikaman
-Buddikaman
So overall, you think my normal details are to flat?
-Buddikaman
-Buddikaman
just a thought
Not a bad idea. I went ahead and fixed the stairs up so the normal gives the illusion that there is a lip, as shown here.
Thanks!
-Buddikaman
but that would be something for the entire scene, seeming as thats where dirt would be most noticible
I seem to have trouble getting the scale correct from the beginning, which is quite annoying.
Good luck with this though!
The rug on the stairs needs a ending trim/edge to it at the bottom, right now it sort of ends in the middle of a texture tile and doesn't look quite right.
Don't forget to punch up the contrast in your lighting as you move forward with this. You can accomplish this by lowering the Environment Intensity and/or using a darker Environment Color in the Lightmass settings of your map's World Properties. Then crank up the intensity of the light coming from the windows and torches.
Have you done much work on your Specular textures and SpecularPower textures or values in your materials? They need to be used to help break everything up, right now all your objects look like they're made of the same material.
Castle door wip
-Buddikaman
-Buddikaman
overall though its looking pretty good. lighting just needs to be redone i think. it seems very very flat and boring right now.
-Buddikaman
-Buddikaman
Haha, na i did not model them, i actually painted a greyscale in photoshop and ran it through crazybump. Im pretty happy with the results though.
-Buddikaman
but your LIGHTING! this set piece has the potential to be something great, you need to really look into emissive lighting for your windows, and make that much much higher contrast. UDK's lightmass is an unbelievable tool, i'm sure you'll be able to set something up really simple with just a few lighting tricks
Agreed. Lightmass takes care of the hard stuff for you All you need to do is set up your emissive textures and some point lights and it will make it look nice. I forget what thread its in, but Kevin Johnstone recommends brightening your textures a lot more than you normally would to give lightmass some more color to work with.
you need better spec maps tho. and your painting looks flat and glued on the wall..like a poster instead of a heavy painting
One question : did you turn the ambiant occlusion on in UDK? it would be great beacause there's no shadow and everything seems flat...
-Buddikaman
For crits:
Lighting can be punched a lot more (looks like its more or less evenly light everywhere except the outside is slightly darker. That fire brazer is the only light in this room so you should light it that way, have it as the main sorce of light and let lots of things fall into darkness around it. Will give it a really nice mood and look. Dont drop them into too much darkness or you wont be able to see your work.
Your door and and a few of those other modular brick peices still look blury. The bricks are not being defined enough. Your wall is poping out nicley, your other stone work is not.
Got to say the first thing I thought of when seeing this was that it was a Harry Potter Castle