Very nice scene! A great addition to your portfolio.
Some fog/mist would be cool. I used some in my scfi corridior in my portfolio. There's a mist cube actor or something you can add that's in UDK. You can scale the mist cube so it spreads across the floor.
Also something that would REALLY make your scene pop big time:
Play with the tones of the scene. Create a post processing volume around the scene. Then select the volume, then scroll to the bottom and play with the colour settings.
This guy has a room for download which has pretty good settings. I loaded his level up, copied the colour settings, tweaked them and it made my assasins creed 2 scene look a lot better. I think this is also what the other guy did with his similar temple scene.
the scenes looking awesome now! maybe you could up the normals or add a scratchy rock detail to the rock textures/unreal materials somehow as alot of it looks a bit polished and smooth
any tips on how you got such nice reflective water?
alright added some fog to the lighting, none on the bottom yet, and I made the sun more intense.
thanks for all the udk advice but I think Im gonna keep it in 3d max for now last environment I did in udk added a few weeks of work and it ended up looking pretty much the same as it was in max.
@ged The water was very simple since it was in max just added some reflectivity and made a normal from a water texture I found. there are tutorials on you tube just look for water 3d max.
@ged The water was very simple since it was in max just added some reflectivity and made a normal from a water texture I found. there are tutorials on you tube just look for water 3d max.
oh I thought you had ported it over to udk, didnt realise it was still in max. really nice anyway would be a bit more challenging in udk to get the materials and the shadows to look good I guess
humm, this scene is looking good, nice progress. You should keep the UDK version to be honnest, I think its better to show real time assets in real time environment for a portfolio, that way you can really imagine the scene in a real game (thats a lot of real). btw It needs more global illumination/light bounces in my opinion to pop that dark areas, and yeah, definitly a volume post process (in udk). Perhaps decrease a bit the darkness of your cavity maps, that looks a way to dark imo.
alright, I think I am at a point where I am happy with this environment and I can now move on to something else. but critiques are still welcome and letting me know if there is any what I can improve Is always appreciated. I've been applying to a ton of places lately and I'm really hoping something will come out of it now that I got this in my portfolio. Wish me luck.
I lit the scene in the day and at night not sure what one I like more but I think that the Day shot is stronger
Really nice job with this piece. I like how you lit it both day and night, always great to show alternative lighting schemes.
My very minor nitpick is with the decal on the steps and on teh corner area in the 3rd shot. They sort of seem like they were just slapped on after all the awesome texture work. I'd just try and work it in a bit more so it doesn't look planar mapped on over the top as an after thought.
I only say that because you've got 2 shots where your up close and they become apparent, in the overview shots they aren't so obvious.
Great job though, love what you did with the far wall
wow beautiful work, i love the overall look, it feels so natural.
Imo daytime is way better, make the fairydust a bit smaller aswell, other than that, awesome work!
Thanks for all the support guys, its great to know that people are enjoying it.
@ p442 sorry dud not in udk, its in 3d max. and all the lighting is just done with regular scanline rendering. you can get some prety awesome results with a little work.
Scanline? Give mental ray a try. Final Gather along with Global Illumination is the shit. You'll get FAR better results with Mental Ray than the default Scanline Renderer.
Scanline? Give mental ray a try. Final Gather along with Global Illumination is the shit. You'll get FAR better results with Mental Ray than the default Scanline Renderer.
your very right but the render time will be doubled if not tripled. I find that just using scanline gives me the closes to in game results posible
The render times will not necessarily be that much longer. If you use lighttracer with the scanline, it will take much, much longer than using GI. Just because mental ray is checked, it doesn't mean it will take longer to render. Don't forget, mental ray is a more efficient renderer than scanline.
You're half-right about getting closer to ingame results with scanline. But UDK now has Lightmass. Think Global Illumination in real-time. As long as you don't set each light to general 2 million photons per light, I don't think you'll have many issues regarding long render times.
Beautiful work - well done, it's an awesome scene.
I really like the two different lighting schemes you have although I personally like the daylight scene a lot more.
I also agree with Carlo_C - the decals are far too visible/apparent and should be much more subtle. Overall, the texturing is fantastic and these really take away from it on the close up shots - but even with it the scene is still really great.
Well done.
Looks really great! As some people said it does move my mind to uncharted, and that's a very good thing
Only thing I could think of would be to make the fabric tent thingy look like it lets through some more light by having it slightly illuminated and leave the sorrounings redish lit underneath it. But that's personal taste, you may have went with having it a pretty thick fabric that doesn't let a lot of light pass
Anyway the overall lighting is great in both settings imo.
thanks for the nice words, It always feel great to know that your art is enjoyed.
@philipk yeah I keep getting the uncharted comparison, which is a good thing but the funny thing about it is that I never even played uncharted. I've seen a little of the art but thats about it. lol
Replies
maybe try to increase the intensity of the sun a bit more, or get more bounce light going in your first shot.
Some fog/mist would be cool. I used some in my scfi corridior in my portfolio. There's a mist cube actor or something you can add that's in UDK. You can scale the mist cube so it spreads across the floor.
Also something that would REALLY make your scene pop big time:
Play with the tones of the scene. Create a post processing volume around the scene. Then select the volume, then scroll to the bottom and play with the colour settings.
http://www.chrisalbeluhn.com/UDK_Example_Level.html
This guy has a room for download which has pretty good settings. I loaded his level up, copied the colour settings, tweaked them and it made my assasins creed 2 scene look a lot better. I think this is also what the other guy did with his similar temple scene.
any tips on how you got such nice reflective water?
thanks for all the udk advice but I think Im gonna keep it in 3d max for now last environment I did in udk added a few weeks of work and it ended up looking pretty much the same as it was in max.
@ged The water was very simple since it was in max just added some reflectivity and made a normal from a water texture I found. there are tutorials on you tube just look for water 3d max.
oh I thought you had ported it over to udk, didnt realise it was still in max. really nice anyway would be a bit more challenging in udk to get the materials and the shadows to look good I guess
keep it on!
I lit the scene in the day and at night not sure what one I like more but I think that the Day shot is stronger
The mood just kicks your ass for the first few minutes :P I love that night scene.
good luck
My very minor nitpick is with the decal on the steps and on teh corner area in the 3rd shot. They sort of seem like they were just slapped on after all the awesome texture work. I'd just try and work it in a bit more so it doesn't look planar mapped on over the top as an after thought.
I only say that because you've got 2 shots where your up close and they become apparent, in the overview shots they aren't so obvious.
Great job though, love what you did with the far wall
Imo daytime is way better, make the fairydust a bit smaller aswell, other than that, awesome work!
@ p442 sorry dud not in udk, its in 3d max. and all the lighting is just done with regular scanline rendering. you can get some prety awesome results with a little work.
your very right but the render time will be doubled if not tripled. I find that just using scanline gives me the closes to in game results posible
You're half-right about getting closer to ingame results with scanline. But UDK now has Lightmass. Think Global Illumination in real-time. As long as you don't set each light to general 2 million photons per light, I don't think you'll have many issues regarding long render times.
I really like the two different lighting schemes you have although I personally like the daylight scene a lot more.
I also agree with Carlo_C - the decals are far too visible/apparent and should be much more subtle. Overall, the texturing is fantastic and these really take away from it on the close up shots - but even with it the scene is still really great.
Well done.
Only thing I could think of would be to make the fabric tent thingy look like it lets through some more light by having it slightly illuminated and leave the sorrounings redish lit underneath it. But that's personal taste, you may have went with having it a pretty thick fabric that doesn't let a lot of light pass
Anyway the overall lighting is great in both settings imo.
@philipk yeah I keep getting the uncharted comparison, which is a good thing but the funny thing about it is that I never even played uncharted. I've seen a little of the art but thats about it. lol
I wonder what kind of stuff would go down in this room!
Looking forward to your next piece