I think your warm lighting is too intense for a lantern, and the shadows are too dense. Overcast skies are diffuse and would bounce light into those black patches.
^ I agree to what they said, try not to use gray/bluish grey for the lighting unless it will be raining...It just flattens everything out. Looks great dude, I beleive you are missing a focal point for the scene- besides the tower. I suggest a broken caravan in the middle or even an interesting looking Well.
Man that is an awesome village!! It's very inspiring to me, i'm going to have to make one soon.
I'm just an intermediate/novice, but for the lighting i would make the shadows a desaturated dark blue using a skylight or lightmass. Then make the light coming from the sky with a yellow/orange directional light. With the yellow/orange directional light the lighting on the lanterns should be alright.
Made my eyes get big. That looks great! The castle in the back seems a little bit too light compared to the other buildings, but this has an overall good feeling to it. Reminds me of a less gloomy Painkiller.
This is looking really good. Get some props in there and it'll really set it off. The only thing that stick out to me is the tower in the back... as others have said it's very flat looking and I can see some noticeable texture stretching.
Looking great man - medieval towns always have a really cool look and you've done a great job.
A couple things - I think you should try to vary up/cover up the texture of the porch - maybe throw a barrel, bench, something like that on them. Right now it's looking exactly the same as the wall (as it should) - I think what is eally bothering me though is that the connecting point between the porch and the wall of the house looks very "CG" (I'm looking at your second screen shot). Maybe covering that up with something will help or even throwing a shadow card for some AO.
As for the medieval cart, the way the UV's have been laid out for the sides makes the wood look like its been awkardly cut on one side and then on the other (the one furthest away in the screenshot), the wood plank is unrealistically thin - at one point it just looks likes its not there.
Neither of these are huge problems and for the cart, just reposition the UV's slightly and it will look good.
Hey, you are using UDK, you can reuse a lot of your UV space for the wagon, and let the 2nd uV channel lightmap it for you since that whats the engine already does so well. It's probably help the lighting on everything else if you haven't already done this.
this is looking nice. its about time i see someone use bump offset. i know that the number of operations might get up there, but have you tried to use it on your ground texture too? it might look good, and if you still can get a decent fps, then i would use it. otherwise, everything is look nice.
i would however round out the wheels a tad. this is next gen level graphics no? if you decide to reuse the cart, just instance it
In short, every static mesh you put in Unreal MUST HAVE a 2nd UV channel (no mirroring, no overlapping). This 2nd channel is where the light map is generated. Without it, you get no shadows on anything, or even worse shading bugs. You can automatically generate this in unreal, but I suggest you custom make them for cleaner, better results. If you've done this properly, everywith will have pretty shadows on it just like the BSP and terrain naturally does.
I like this medieval town, seems so explorable. When I saw the screenshots, I immediately thought it would be so awesome if a new Might & Magic game would use the Unreal engine. Or a total conversion mod.
I like this medieval town, seems so explorable. When I saw the screenshots, I immediately thought it would be so awesome if a new Might & Magic game would use the Unreal engine. Or a total conversion mod.
Thanks bud, this is infact for the sequel to a popular HL2 MOD that is being ported to the UDK.
I like the lighting, especially the last one but the first images have no DOF at all, the back tower actually looks clearer then the buildings in the foreground, it's also seems like it's close to 100% self illum?
Am a fan of everything in the snow scene, cept maybe get some frosting on the windows
Im really digging the lighting setup in the snow shot,really draws my attention and you could indeed have some more props toward the middle of the scene as some have suggested.
Replies
Looking good.
^ I agree to what they said, try not to use gray/bluish grey for the lighting unless it will be raining...It just flattens everything out. Looks great dude, I beleive you are missing a focal point for the scene- besides the tower. I suggest a broken caravan in the middle or even an interesting looking Well.
I'm just an intermediate/novice, but for the lighting i would make the shadows a desaturated dark blue using a skylight or lightmass. Then make the light coming from the sky with a yellow/orange directional light. With the yellow/orange directional light the lighting on the lanterns should be alright.
i agree with all the comments above.
Same here. Its looking great.
Cant seem to get the lantern lights looking "warm" for some reason..
-Buddikaman
-Buddikaman
A couple things - I think you should try to vary up/cover up the texture of the porch - maybe throw a barrel, bench, something like that on them. Right now it's looking exactly the same as the wall (as it should) - I think what is eally bothering me though is that the connecting point between the porch and the wall of the house looks very "CG" (I'm looking at your second screen shot). Maybe covering that up with something will help or even throwing a shadow card for some AO.
As for the medieval cart, the way the UV's have been laid out for the sides makes the wood look like its been awkardly cut on one side and then on the other (the one furthest away in the screenshot), the wood plank is unrealistically thin - at one point it just looks likes its not there.
Neither of these are huge problems and for the cart, just reposition the UV's slightly and it will look good.
Otherwise, great job on this scene - keep it up!
Thanks!
-Buddikaman
i would however round out the wheels a tad. this is next gen level graphics no? if you decide to reuse the cart, just instance it
http://www.hourences.com/book/tutorialsue3lightmap.htm
In short, every static mesh you put in Unreal MUST HAVE a 2nd UV channel (no mirroring, no overlapping). This 2nd channel is where the light map is generated. Without it, you get no shadows on anything, or even worse shading bugs. You can automatically generate this in unreal, but I suggest you custom make them for cleaner, better results. If you've done this properly, everywith will have pretty shadows on it just like the BSP and terrain naturally does.
Thanks bud, this is infact for the sequel to a popular HL2 MOD that is being ported to the UDK.
-Buddikaman
-Buddikaman
Nice.
-Buddikaman
And coming soon..
-Buddikaman
Am a fan of everything in the snow scene, cept maybe get some frosting on the windows
-Buddikaman