hi guys working on a new scene . thought i give shot at creating and outdoor scene for my portfolio... everything is still in WIP stage however i managed to fix my lighting to cast shadows now im having 2 problems before i continue populating this scene with grass, trees , objects ect ect..
1. i have 2 lights in the scene one skylight .7 brightness sky blue color and a dominant directional light with a brightness of 2.5 with a yellow sun color pointing at my scene to simulate the sun.. so my problem is if you notice that my terrain is casting shadows but there is also a dark lines running accross the terrain there and i need to fix that.. i tried redoing the diffuse texture and making sure there is no line seams and tried to remove the normal map and if that is causing those lines to show up.. but to no avail..
2. i am getting shadows now but when i bake my shadows using lightmass i get a different result..
Thanks in advance...
Without Lightmass
Baked Lighting
Replies
Yeah, at first glance it looked like snow, get some yellows up in there.
2 really good desert examples:
http://www.gameartisans.org/forums/showthread.php?t=1185&highlight=vessel
http://gameartisans.org/contests/uc/1/view_entries/finals_gameartisans_3d_333.html
@Snight: gotcha ill try that and post results when i get a chance..
What's the place though, the scene? What's it's story?
Can't wait to see more renders!
1. added DOF
2.changed the terrain texture..
3.placed more rocks in the scene..
still have to change that tall grass i made to something more appealing. working on getting more objects into the scene and populating it....crits are welcome...cheers..
Terrains looking better, use the rotator / panner to break up the tiling, there's a whole section on the UDN documentation website on how to make terrain textures not look repeatable, have a look and it'll boost ya scene big time.
1. i changed the terrain to look desert like still wip though..
2.was not able to finish up the new foilage im making..
3.added a new rock which is not textured yet....
overall im liking were this is taking me enjoying dong so..
just a question though the house shadows are like floating so is that because of the angle of the dominant directional light?? if it is i cant really rotate it much ... for some reason when i rotate it more than 35 degrees the whole scene turns dark..
@Rock Bottom : can you paint over my image and circle what you are talking about?? i have no idea lol..
here is the progress ... cheers..
1.toned down the DOF and Bloom..
2. learned how to use my meshes in terrain editing mode to add grass/rocks ect...
3. the grass i made sucks and i will change it till i get it right...
other than that everything is still WIP... will post an update in few days...
Cheers...
Maybe even a cactus if you are feeling adventurous :P
cheers...
what are you using?
http://hourences.com/book/tutorialsue3decolayers.htm deco layers
and
http://www.chrisalbeluhn.com/UT3_Foliage_Factory.html foliage factory
both are useful!!
cheers and happy painting!!!
ok back to work !!!!!
2. Have a look at the shadow the building is casting, it is very sharp and it is very long aswell, almost as if it's sunset, but your skydome says it's about noon? Maybe add a Dominant Directional Light (or just Directional Light) that is pointed from the spot where the sun is located in the skydome and tweak the brightness to your liking (and of course color, you should have somewhat blue color, very very discreet thou).
You can ofcourse have two Directional Lights (avoid two Dominant lights thou) where one is giving that blue color and the other is giving the yellow sand color. Also make the blue light to not bounce as much as the yellow one.
Hope you understood something xD
1. change my lighting to reflect the time of day.
2.blocked out the scene/horizon..
3. still need to find a better sky texture..
4. making new assests and texturing that house..
will post again once i develope this scene more.. crits welcome..
cheers..
I think some more focus on the house will do this picture good.
If I didn't know there was one it would have been lost to me I think.
But overall I really like it.. great job so far!
Biggest weakness right now i'd say is the foliage, not the lack of diversity, just the hard edges on it. You might consider switching it to translucent rather than opaque. Other than that some decals would go a long way to break up your terrain, especiallly near the rocks. One of the most crucial elements of an environment is having beleivable transitions from the ground to your assets, just a few decals that show a transition from rockiness to sand duplicated all over the place would do the trick..
1.changed the material to translucent on that grass and it looks better..
2. changed post process effects.. not tooo happy with it but it may look better..
3.working on that house...
4.added cactus's...
5. the sky texture is coming...
@crazyfingers: good eye.. i changed the material to translucent and the grass looks better .. working on those decals..
crits welcome..
Cheers...
making changes to that grass density they look like their in a row...
cheers..
still need to texture a few more things im going to put into the buildings and fix the sky texture..
however i need overall crits on my scene..
Cheers..
The only thing that I don't like is the ground under the grass. There is no texture/graphic transition under them.
And on this screen :
We see that your grass is not posed in a natural way, we see lines.
But like the last picture we can not see the same angle, I do not know if you've corrected that.
your right the grass still looks like its growing in rows... ill fix that...thanks for the crits... i need all the help i can get ...
sorry been busy looking for a job lately and i try to put in as much time as i can..
Crits welcome..
Cheers...
further crits welcome!!!
Cheers..
just need to texture that sign and fix a few things and im calling this one done ..
crits welcome..
Cheers...
1.added a transitional texture from the ground to the grass...
2.re-did the wood planks for the sign on the right..
im feeling like this is my final beauty shoot... along with another for that house..please feel free to crit my final renders before i post this on my website..
Cheers
Maybe this can be a nice color/light inspiration for you (diablo3):
Cheers...
http://www.3dmotive.com/product-udk-mesh-paint
("Bottom" not "bottoma" )
(if using max) throw an edit normal modifier on the grass, select all the normals and drag them upwards then do this (clipped from UDK news).
"Custom Normals with FBX
* FBX importer now supports custom vertex normals
* This is useful for 'combing' vertex normals on foliage, or when you need smooth lighting continuity between multiple meshes
* To use this, first export normals (and/or tangents) using the FBX exporter in your modeling program
* Next, enable the new 'Explicit Normals' option while importing the FBX file into UE3"
I'm pretty sure you shouldn't collapse the edit normal modifier, I'll do some tests when I finish putting my home computer together.
@Froyok: were exactly did you mean were it feels copy and pasted ?? the boxes at the houses or the background rocks ??? i removed most of those boxes and have re arranged/rotated the rocks in the background a bit so they don't look like copies...
@Justin_Meisse: i blended the color of the ground with the bottom of the grass ... however i wasn't too sure what you wanted me to do...
i will post an update once im done with the other suggestions...
Cheers..
Looking from the beginning of this thread to now, you have made a ton of progress in the right direction. My 2 cents:
The background rocks have been sort of weak from the beginning. You have made a lot of changes, and they do look better now, but they could still be better. You should be using those background rocks to frame your buildings. They should essentially be either pointing directly at the buildings, or leading the eye towards them. Right now, they are the same shape, colour, and are lit just like the buildings, and so the buildings are blending in. If you squint, the only thing separating the rocks from the buildings is the atmospheric perspective, which seems to go from 0 to 60 right behind the buildings.
The other thing about the rocks is that they are freakin' huge. When I read desert scene, and then saw those mountain-ish rocks, there was a disconnect for me. That is totally subjective, but it was my first reaction.
I agree with SimonT about the lighting.
Good work, can't wait to see it finished.