@00Zero: Yeah the same question popped in to my mind. Maybe i should go for hard wood blinds, that cant be opened or closed. That would be possible, allthough i ve only seen that in metal and not on rounded corners
@AutopsySoldier: Still a lot to do, but i've found a lot of spare time in the next mounths, lost my job
@Snader: Tried that and it's looking a whole lot better although there still are small seams at the smoothing group splits. Maybe a can combine this with the normalmap of the one with 1 smoothing group.
Dammit, I had the exact same idea for a scene some time ago but never really got past the blockout stage, now I feel like trashing the whole thing as I won't be able to get anywhere near this level of quality. I wanna see where this goes, maybe it's different enough from what I had envisioned that I can continue my work on it and still make it look good.
@ Kaburan:
quote from perna: "[IMG]file:///C:/Users/Mattias/AppData/Local/Temp/moz-screenshot.png[/IMG][IMG]file:///C:/Users/Mattias/AppData/Local/Temp/moz-screenshot-1.png[/IMG]We'll shortly be releasing the 3DS Max normal map display fix...", so it think it's only in max. But i'm not a tech guy, so maybe it's pretty easy to tell udk to do it the same way.
When i tried to reopen a the diffuse psd of my diner, i got this:
I did check out psd recover tools, but didn't help. Is this because of the size 600 mb or are there other things, that cause this, where I should be aware off.
Diner sign diffuse start, no specmap yet. Didn't change a lot about the model, if the bended pole starts to bother me, i'll do something about it. I'm happy with it now. It's also going to be in the front of my shot so i think that ll look interesting like this.
Hey man, glad you're taking this to the end. Like the scene you're going for. The diner seems to be a little too far, you spent a lot of time on it and it has some very unique and appreciative details that can pop even more if you bring it closer. I like the camera shot from the road, so tightening it up would be key.
I think you can still achieve the same effect of isolation even if the scene is brought in a little closer. Would also save you a ton of time.
you have some really nice pieces here, what Kaburan said I think it could be brought in closer....would be a shame to put in all that effort and not be able to appreciate all the work you put in
Yeah still figuring out a good composition. Haven't found out how to set up a camera where i can actually look through, so that was just a screengrab in editor. So no FOV adjustments... For now i ll be focussing back on modeling props. Really need some grass and other vegetation.
btw is there a limit on terrain textures, because when i use more then 4 or 5 different terrainmaterials, udk starts to show vertexcolors instead of textures.
Lookin dope man. I would suggest some sort of gravel with some tread marks like people have pulled in there to look at their map or something. something of a different hue to show it was once a parking lot of sorts could add some punch and break up the orange. nice work on the grass, looks nice and dry.
@bitmap: yeah offcourse it's overkill vigentting, filmgrain, just having fun. Eventually that's something to work on when everything is done.
@PixalMasher: Yes you r right. Have been thinking about adding some darker gravel. Haven't got a clue how i can add treadmarks though, decals ?
@Asteric: That road is still a placholder and photosourced. Tried to use vertexpainting for adding some sand on the road, but my mesh hasn't got enough detail to do this.
Few things,
The road texture needs to bend in with the sand texture. Should be really easy hell you could just do it in photoshop.
Fix the shadow color, it needs to be much much more blue. The shadow color is based off the sky color and the bounced lighting from the ground. So far it seems like there is no sky color taken into account yet.
Love it!
Maybe add some tangling wires to the last power mast
and maybe one leading to the trailer or diner.
Good that you removed the cracks from the sand.
I wonder how this would look with a different sky, kind of looks like Fallout to me.
Really like how this has turned out though, the road paint however seems a little pristine compared to everything else in the scene. Could use some cracks from the heat.
The only thing id make sure to fix is the shadow color on the building. rite now it coming off too black not enough blue from the bounce lite from the sky. Basically lighten up the shadows a bit and add in more blue hue and your set.
Thegodzero
Yeah i know, it's just not that easy in udk. Or i choose to keep indirect lighting scale on 1 (in my dominant light), which gives me purplish shadows (brown orange ground and blue sky) or i turn down the indirect lighting scale to 0 and i've got nice blue shadows, but the shadow parts are a lot darker....
Wow I havent checked in on this thread in a long time and I must say I love what I see. You really turned this into a great piece, the last shot with the tweaked post effects looks amazing. So did you do mostly hand painted textures with a little photo source?
Didn't make my self set death line
Kinda got stuck on the tweaking. I ll try to add some wires and some cracks in my next update. Also a fun shot with the new godrays @ajr2764: Jup that's right. The road is partially photosourced, but did a lot in photoshop aftwerwards. Some of the ground textures got a photo base.
I'm calling it done. Not really satisfied with the end result, but thanks for all the advice. Did try to implement some, but sometimes it's a matter of personal opinion or in my case ability. It wasn't an easy scene to begin with, maybe a bit too open. Anyway I learned the basics of UDK and a lot more about high to low poly workflow.
kickass !!! i would only increase the size of the wires , even if isnt realistic, because they are reading too thin right now and throwing off the believable mood you sucessfully created . Stunning work !
I'd like to see more close shots, the assets in this scene are beautiful and you're not doing them justice with these far away shots. Try taking more shots at different angles and distances.
I like it. I also like the film grain, it gives it a sort of left 4 dead feel to it. Shadows are little dark and areas hit with sun light a little too washed out imo.
looks movieesque (is that a word? ) but i guess you know what i mean. like it alot. Not a fan of the very dark shadows. I prefered the update on top of this page.
Beautiful work. The post process work really adds a lot to the feel of the environment. I would say the shadows seem too dark but in general, great job.
Replies
I think if you make the front and back separate smoothing groups as well as separate texture islands, you'd have no problems.
@AutopsySoldier: Still a lot to do, but i've found a lot of spare time in the next mounths, lost my job
@Snader: Tried that and it's looking a whole lot better although there still are small seams at the smoothing group splits. Maybe a can combine this with the normalmap of the one with 1 smoothing group.
This would fix it for UDK from what I understand coming from the 3ds max normal map thread issue that Autodesk was looking into. Need to dig it up.
quote from perna: "[IMG]file:///C:/Users/Mattias/AppData/Local/Temp/moz-screenshot.png[/IMG][IMG]file:///C:/Users/Mattias/AppData/Local/Temp/moz-screenshot-1.png[/IMG]We'll shortly be releasing the 3DS Max normal map display fix...", so it think it's only in max. But i'm not a tech guy, so maybe it's pretty easy to tell udk to do it the same way.
When i tried to reopen a the diffuse psd of my diner, i got this:
I did check out psd recover tools, but didn't help. Is this because of the size 600 mb or are there other things, that cause this, where I should be aware off.
Diner sign diffuse start, no specmap yet. Didn't change a lot about the model, if the bended pole starts to bother me, i'll do something about it. I'm happy with it now. It's also going to be in the front of my shot so i think that ll look interesting like this.
not really a big update, been busy learning udk. Not sure about anything yet, just practicing a bit.
I think you can still achieve the same effect of isolation even if the scene is brought in a little closer. Would also save you a ton of time.
just a little nit pick, but the paint on the road, I would guess, would almost be completely worn away from the sand.
Great work so far though.
btw is there a limit on terrain textures, because when i use more then 4 or 5 different terrainmaterials, udk starts to show vertexcolors instead of textures.
@PixalMasher: Yes you r right. Have been thinking about adding some darker gravel. Haven't got a clue how i can add treadmarks though, decals ?
@Asteric: That road is still a placholder and photosourced. Tried to use vertexpainting for adding some sand on the road, but my mesh hasn't got enough detail to do this.
The road texture needs to bend in with the sand texture. Should be really easy hell you could just do it in photoshop.
Fix the shadow color, it needs to be much much more blue. The shadow color is based off the sky color and the bounced lighting from the ground. So far it seems like there is no sky color taken into account yet.
All and all i like it!
Maybe add some tangling wires to the last power mast
and maybe one leading to the trailer or diner.
Good that you removed the cracks from the sand.
Really like how this has turned out though, the road paint however seems a little pristine compared to everything else in the scene. Could use some cracks from the heat.
reminds me of "Legion" scene
[ame]http://www.youtube.com/watch?v=u8lGCjd9W8U[/ame]
Looks like an entertaining movie
Thegodzero
Yeah i know, it's just not that easy in udk. Or i choose to keep indirect lighting scale on 1 (in my dominant light), which gives me purplish shadows (brown orange ground and blue sky) or i turn down the indirect lighting scale to 0 and i've got nice blue shadows, but the shadow parts are a lot darker....
Kinda got stuck on the tweaking. I ll try to add some wires and some cracks in my next update. Also a fun shot with the new godrays
@ajr2764: Jup that's right. The road is partially photosourced, but did a lot in photoshop aftwerwards. Some of the ground textures got a photo base.
http://unrealitymag.com/wp-content/uploads/2008/10/fallout_3_3.jpg
http://www.ngohq.com/attachments/screenshots/1420d1227439590-fallout-3-screenshots-fo3027.jpg
The road's normal map could also use some tweaking. Are you using Nvidia's plugin for it? If so go for crazybump or something else!
Thanks
i like the lighting
maybe push the blue ambient light a bit more... (IMO)
And one with the sun behind the diner (with postprocess), g'night