WIP scene im working atm in unreal . this scene is inspired by the mass effect universe and it pretty much is my first scene in UDK however i will be finishing/populating this before GDC ... any thoughts i need all the help i can get..
i ran into a problem with shadows dissapearing or fading out when zooming out..how do you fix that?
another issue is i created foliage and the opacity part shows as black.. i set the material as a blended mask and i plugged in my textures in diffuse and opacity mask..
It's looking good so far. Before even reading your text, I had flashbacks of small bases on random planets in Mass Effect 1, so you're doing something right.
Try baking out your lighting. Do you have the asses set up with 2 UV channels for lightmaps? And for opacity, If i remember right I plug in alpha into opacity and set to transparent. I could be wrong tho, if your still having the problem let me know I'll pop open UDK and check out what it really was.
do you mean build lighting ?.. and i dont have light maps yet. i just learned how to do that. btw i just came home and pluged in my one texture that is 32 bit into unreal and tried again to make the net part of it see thru and nothing.. the opacity part i made white color and i can still see it white in the material editor.. ill be at school on saturday though all day...
The only BSP piece is the floor itself...the rest are my meshes. I'm creating a second UV set for the lightmaps..yes it's my first time attending gdc..
Hey duxun, the seems to really be coming along. What else do you have in store for this room? Do you plan to place any sort of focal point object in the scene? Because at the moment it feels really empty. Adding something to the scene that would help describe what the purpose of the room is would be a good idea. And this may be personal preference but I think the blue haze from the previous screenshot fit much better than the current yellow/green fog. Keep it up!
Loving this but it looks a lil bit to crowded on the floor and to many wires hanging down a bit to low..The scene looks a bit to overdone to me, isn't your focas point the theme ?
well anyway its a bit to over done so trim it down a bit and it should be fine.
you have a point ill make those changes and see how it looks .. and yes you dont really need an object to be your focal point . it can also be the theme.. thanks ..
Im really digging your stuff so far, im a big fan of sci-fi. I do agree with some of the comments made already. The wires that hang really low make it seem a little cluttered. I like that area where you have the vertical beams connected the one on the floor. What exactly is it for? You could take that and expand on it and make it some sort of console or main area of focus. Is it just in that one area because thats all I see in the shots there. You should think of what goes on it this room and what equipment would be needed to do so. Alot of potential in this I see.
I would play around with the composition of the objects in the scene. The left side is feeling really heavy with both the bench thing and the pillars behind it. Try moving that bench (sorry, not sure what else to call them) over to the right side and move the other two else where, further into the background.
I know you said it was temp, but it's that grid texture is being treated as final and it's got to go. I keep thinking it's an editor default texture, and it's cluttering your scene beyond belief.
For additionally clutter, I'd remove the random piles from the floor. It's a trip hazard and just looks like a pipe model sitting halfway through the floor. What's already been said about the clutter is good.
For focal point, consider letting your lighting direct the eye. You can use the doom/quake effect of "oh snap my scene doesn't look good, make it darker, quick!"
just got off work. i will work on these changes. will post soon with changes.
1.create and object to give this room purpose/story. panels/console thingy.
2.move those wires higher.
3. move the benches.
4.remove the pipe models from the floor.
5. changing that grid texture on the floor.
To be honest, I kinda like the grid texture. The level is very simple, and doesn't have a lot going on as far as texturing goes, but I think it works pretty well. Would be interesting to see it more detailed, but that's your call obviously.
very cool !
i really like the yellow lights.
I would suggest changing the bottom lights on the to close up pillars to white, so you have a contrast between the blue, yellow , white.
maybe add in a broken pillar, shards of rock, damaged look to it. Other than that lots of good progress in each pic you post... keep it up. I'm interested to see how this ends up.
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I'm personally working on a Mass Effect 2 fanart scene as well. Eager to see what you come up with this!
I really like the mass effect look !
another issue is i created foliage and the opacity part shows as black.. i set the material as a blended mask and i plugged in my textures in diffuse and opacity mask..
thanks in advance..
good to hear.
I like the geometry though.
I am really liking this so far and can't wait to see where it goes.
And maybe we will run into each other at GDC Is it your first time?
i would replace the two white lights in the extreme foreground with the blues in the back, i would look alot better
bottom or top ?
well try both and see what looks best
well anyway its a bit to over done so trim it down a bit and it should be fine.
For additionally clutter, I'd remove the random piles from the floor. It's a trip hazard and just looks like a pipe model sitting halfway through the floor. What's already been said about the clutter is good.
For focal point, consider letting your lighting direct the eye. You can use the doom/quake effect of "oh snap my scene doesn't look good, make it darker, quick!"
1.create and object to give this room purpose/story. panels/console thingy.
2.move those wires higher.
3. move the benches.
4.remove the pipe models from the floor.
5. changing that grid texture on the floor.
i really like the yellow lights.
I would suggest changing the bottom lights on the to close up pillars to white, so you have a contrast between the blue, yellow , white.