It looks great. Now that you mention the cleanliness; I think some dirt or between the floor tiles or something would make it blend with the rest of it. And possibley some harsher scratches on the floor tiles.
As said Autocon, there's still some issues with the lights... Actually, it seems like an interior lightning, but the only light information is the fire. And if you have a light from the outside, it's not obvious. There's a lack of shadow too.
Maybe you could use the brasero more, i made a quick paintover, I hope it's not a problem...
I appreciate the paintover Boyo, i cant seem the get the greatest of shadows in UDK, im not sure what im doing wrong. This is what i came up with trying to come close to your paintover.
Shortly, these are the new lightning with lightmass and UDK. It's a lot better than the old lights, especially with shadow for static and dynamic object...
nice job, cool environment, looks very playable
One thing i didn't like is the size of the rocks on the walls, maybe a bit of work on it could make it way better, for an example, not letting the rocks too separate like there is concrete inbetween them. Look at this link, these types of rocks have a better depth and they dont have concrete inbetween. I'm sure if you apply this one would look better: http://www.cgtextures.com/texview.php?id=23995&PHPSESSID=4e103874d399bc3c4527ccc1287a5bd6
Also maybe adding parallax mapping on it?
On the lighting side, you did great on the room above, but on the corridor I would take the ray distance of the lights so you can leave darker corners, creating a better contrast on the composition.
Replies
Those paintings and the sconce are awesome.
Keep up the good work!
Would it be possible to see some wires?
As said Autocon, there's still some issues with the lights... Actually, it seems like an interior lightning, but the only light information is the fire. And if you have a light from the outside, it's not obvious. There's a lack of shadow too.
Maybe you could use the brasero more, i made a quick paintover, I hope it's not a problem...
http://img686.imageshack.us/img686/8669/64374374.jpg
-Buddikaman
Anyway, it looks better.
Follow this link, there's some wideos, it may help :
http://udn.epicgames.com/Three/VideoTutorials.html
No i dont use dominant point lights, wow i didnt know they existed untill now!
Could you please explain the benefits between regular point lights so i know? Thanks!
-Buddikaman
-Buddikaman
One thing i didn't like is the size of the rocks on the walls, maybe a bit of work on it could make it way better, for an example, not letting the rocks too separate like there is concrete inbetween them. Look at this link, these types of rocks have a better depth and they dont have concrete inbetween. I'm sure if you apply this one would look better: http://www.cgtextures.com/texview.php?id=23995&PHPSESSID=4e103874d399bc3c4527ccc1287a5bd6
Also maybe adding parallax mapping on it?
On the lighting side, you did great on the room above, but on the corridor I would take the ray distance of the lights so you can leave darker corners, creating a better contrast on the composition.
[ame]http://www.youtube.com/watch?v=SIMA4bE0yio[/ame]
-Buddikaman
And if you don't mind me asking; what did you use to record it?