Hello everone,
First post here. I am working on a scene for the Unreal Engine and decided to start with this asset. I havent gotten to the sign yet but would love some feedback. Thanks
Looks like a good start!
Colours are nice and consistent, it fits together well.
However I think the damage/dirt on the barrels does not look very natural or realistic, it looks like you've just pasted a big photo over it (especially the bottom of the barrels that have fallen over).
very nice work. I like your texture work so far, but you can still do more with it. That sign could use some scratch and rust... so is the back... maybe some small planes for grass around the posts. those barrels could use some stains... depending what they are for tho. Apart from that it's looking good... can't wait to see more of this.
It looks nice, great start, but why do you need the edges in red, and why did nobody say that your ground mesh is waaay to highpoly! You can probably do that better with unreal terrain or something
Snipergen- That is exactly why i havent worked on this in awhile. I am new to the UDK but i thought maybe i could generate my ground better. Will get crackin on the tutorial. Thanks for that!
Thanks for the great feed back guys! will get to work fixin things!
It's nice. I think it would look better if you make the ground and plank darker where they intersect. Just some ambient occlusion at the bottom of the planks and the ground.
Thanks guys. I have a nice list of stuff to work on now. Yeah I havent even started the sign yet but its next. I plan on adding some connecting bolts with rust stain and paint chipping. I also want to add some bird droppings on the wood.
My question before i get going is.....when I start cutting polygons out of the ground and barrel how would i preserve the uvw's to use the same maps?
I like it, but yeah that ground could really look about the same with less polies.
And you've got some nasty texture mirroring on the top and bottom side of the barrels.
StuBurrito: If you use the "Remove" command in the Editable Poly to get rid of entire edge loops, or use the "Collapse" command to collapse an edge ring down into a single loop, it preserves your UVs automatically.
Personally I'd use "Collapse" for most of the optimising, basically any edges which don't add much change in direction (ie. no useful silhouette or volume is described by the edges), you should just collapse them down, it shouldn't take long, your UVs will be intact and you'll have a much better game-resolution ground mesh.
If you're using 2010 (or polyboost with lower versions) there is a super fast way to cut your tri count in half with a few clicks.
- Select an edge and in graphite modeling tools click "Dot Edge" which will select every other edge.
- Then click loop and then hold shift and click "remove" in edit poly and it will get rid of those edges like MoP pointed out (holding shift removes the verts also).
You can then do the same thing the other way using "Dot Ring" and you're mesh is half of what it was just seconds ago.
thanks for the link to that Opacity website, amazing reference pictures! do you know of anymore websaites like that? This Stuff could really really help me with my University work! thanks in advance (P.S sorry for highjacking thred)
Wow! This thread is blowin up. I feel bad I have been away from my comp all weekend and dont have anything to show. Thanks for the feedback and stellar links. I'll be cutting polies tommorow and touching up some textures. Garauntee an update tommorow night. Those links have my head reeling with ideas. Cheers, and happy new years all!!
Update for the night. Added grass planes. Tommorow fixing barrel top and bottom and getting started on the sign. Cutting out grass in PS is very tedious
I've playing around with UDK and managed to get a basic terrain started and a skydome. I fixed the textures on the sign and barrels. I also added a train tunnel entrance that I am going to add a few more segments to and some more shrubbery.
I'm not happy with the texel density on the tunnel entrance nor the silloutte so I'll be adjusting that. After that I get to model some tracks!
I think the bottom/top of the barrel still looks like concrete, it is too grungy. The side of the barrel is good.
What kind of geometry are you using for those thing wires? You could probably get away just using a plane with an alpha map on it.
Last time you showed a wireframe shot of the scene I noticed the stones may be a bit too hi-poly for a stone, but you be the judge of that. It would add interest to the prop if you took one of the stones and scaled/warped/skewed it a little bit a just placed a few more copies on the scene.
That board where the caution sign is nailed could have a more interesting look if you made it more uneven on the top, right now it looks like it was very precisely cut into that curved shape on the top.
I like the grass and the way your prop blends in with the rest of your terrain.
Replies
Colours are nice and consistent, it fits together well.
However I think the damage/dirt on the barrels does not look very natural or realistic, it looks like you've just pasted a big photo over it (especially the bottom of the barrels that have fallen over).
Thanks for the great feed back guys! will get to work fixin things!
My question before i get going is.....when I start cutting polygons out of the ground and barrel how would i preserve the uvw's to use the same maps?
And you've got some nasty texture mirroring on the top and bottom side of the barrels.
Personally I'd use "Collapse" for most of the optimising, basically any edges which don't add much change in direction (ie. no useful silhouette or volume is described by the edges), you should just collapse them down, it shouldn't take long, your UVs will be intact and you'll have a much better game-resolution ground mesh.
- Select an edge and in graphite modeling tools click "Dot Edge" which will select every other edge.
- Then click loop and then hold shift and click "remove" in edit poly and it will get rid of those edges like MoP pointed out (holding shift removes the verts also).
You can then do the same thing the other way using "Dot Ring" and you're mesh is half of what it was just seconds ago.
http://www.flickr.com/photos/45960746@N03/
thanks for the link to that Opacity website, amazing reference pictures! do you know of anymore websaites like that? This Stuff could really really help me with my University work! thanks in advance (P.S sorry for highjacking thred)
http://www.ohiotrespassers.com/locations.html
http://www.undergroundkent.co.uk/maunsell_towers.htm
http://www.ghosttownexplorers.org/
http://www.forbidden-places.net/
http://www.modern-ruins.com/
http://www.forgotten-ny.com/SUBWAYS/Subways%20homepage/subways.html
http://www.abandoned-places.com/binche.htm
http://www.ontarioarchitecture.com/Terms.html
thanks Vig, amazing stuff there!
MoP,Vig: Thanks for the optimization techniques they worked great
I'm not happy with the texel density on the tunnel entrance nor the silloutte so I'll be adjusting that. After that I get to model some tracks!
Any C&C appreciated!
Good start here.
What kind of geometry are you using for those thing wires? You could probably get away just using a plane with an alpha map on it.
Last time you showed a wireframe shot of the scene I noticed the stones may be a bit too hi-poly for a stone, but you be the judge of that. It would add interest to the prop if you took one of the stones and scaled/warped/skewed it a little bit a just placed a few more copies on the scene.
That board where the caution sign is nailed could have a more interesting look if you made it more uneven on the top, right now it looks like it was very precisely cut into that curved shape on the top.
I like the grass and the way your prop blends in with the rest of your terrain.