So in an effort to fully disclose how big a nerd I am my newest environment project is going to be the Hidden Rain Village from the manga/anime Naruto. No matter how many other environments I thought of doing this one kept creeping back into mind, so Im gonna give it a try.
Gonna be going directly off this concept by Masashi Kishimoto:
Though the concept is from an anime Im going for a more realistic style, but that wont show until later updates. For now heres my speedy blockout of the scene. Gonna be doing street level props as well so I can do some shots from the ground gazing up at the towering structures.
Now onto making base modular pieces.
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It's looking really good for a start, can't wait to see more!
Yeah he could easily replicate that with the same meshes or make low res versions since it's just pure black and in the distance which DoF will naturally take over.
It's exciting :O mainly cause i love Naruto!
@MrBear- Ya I've always loved the design of this place, so it was an easy choice
@Jocose&MrBear- Yup I intend to do the distant silhouettes, but those may not show up until later updates
Quick update on where its at, still have to add a few things to the middle building but its getting there. Also ignore the face on the left, tried something out and found out it didn't look like I wanted it to, so that will be redone.
Updates should come more rapidly as more and more modular pieces are completed, allowing me to quickly create more buildings.
Lemme know what you think, thanks all
Oh, and if anyone knows how I could change the FOV in unreal to more closely match the concept that would be greatly appreciated.
C:\UDK\UDK-(version number)\Engine\Config
For in the engine itself, just TAB, then type in 'fov *angle*'.
And the light casting on the top of the building looks very sexy. Looking forward to seeing this done.
@Glenatron - Thanks for the tip, any chance you also know how to do a fish eye effect in unreal?
Quick update, just a screencap straight out of of unreal
hand-painted textures im assuming?
I dont know really, theres probably some way you can distort a camera view in kismet, but I'd presume you might need coding to distort the player view/viewport.
@c0ldhands - Ya I can throw up some images of some of the pieces when its all finished, just lots of pipe segments,walls, and boards.
@glenatron - Thanks for the help, I got it to work but with the distance shot it makes everything to small, has a cool effect from ground level though, causes the buildings to stretch upwards, thanks again.
@55joe & illusive - Thanks
Okay this is probably gonna be my last update before I post my finals. All thats left are foreground elements, wires n' stuff, and some ground level props. Lemme know what you think, thanks guys.
Oh, lastly does anyone know why when I use the "tiledshot" command the sceneCapture node im using to do the waters reflection stops working? I've narrowed it down to having something to do with the ScreenPos node in the waters material but im stuck from there. Really wanna figure this out so I can do some screens with the fake AA that comes with scaling down a hi res screenshot. Thanks again.
ware wa pein....kami da.
EDIT : regarding rain commentary , yeah it rains , but not always , and adding rain to this would only result on it beein noisy.
@Johny - THESE are the types of comments I love! I agree the lighting was just plain dull, so I scrapped it and had a second go at it, lemme know if its more appealing, and thanks a ton for the crit!
@shotgun - HUGE thanks to you as well for the crit, your right the lighting was just lazy on my part, was just one directional light and a couple accent lights, so I redid it. I tried to light it a bit closer to the concept, and I also adjusted the horizon line as you suggested. Texture res is pretty low, gotta get it into my head that its ok to use textures larger than 512's for most things.
Here is a WIP of the new lighting, lemme know if this is going in the right direction, thanks all.
Also I gotta say, it's pretty amazing how fast you're doing this. I'm a slowpoke and all but you are probably burning your keyboard at this rate.. Keep it up!
But saying that it looks fantastic I dunno though when I look at the gestalt of the concept Kishimoto really went to town on it. There's alot going on in it, this might just be me but I'm not getting the same feel/impression from the 3d interpretation, it's not something I can fully articulate but a feeling in my gut.
Maybe it's the sky/horizon that's throwing me off or the little birds that are flying through the sky I dunno. But saying all that it looks great.
*edit*- I think I know now why I wasn't getting the same feel or impressions there are details in the concept that you've omitted from your version like the huge lights near the tongue that is generating alot of light and a few other bits and pieces.
@Neox - Almost got rid of the DOF completely, its only slightly on the back silhouettes, thanks very much for the crit
@amotaf - Got the light in there finally, hopefully it looks a bit more interesting now, thanks
@rumbesushi - they are ditched
IMPORTANT: If anyone knows why taking a Tiledshot causes my water reflection to stop working please lemme know. I have looked everywhere with no luck, and Id really like to be able to add some fake AA to this shot as the jaggedness is pretty apparent. Thanks.
Okay so yesterday was my self imposed deadline so Im calling this baby done after tonight, so if anyone has any crits lemme know so I can make any changes that may be necessary, thanks guys.
as a personal preference id make the roofs even more orange or in a way you can distinguish them easier from the remaining building texture.
this looks great !
About the water issue. I know that when you do a tiledshot it kills off processing effects such as bloom, so it might have something to do with that. But i'm unsure, great looking scene though.
and you seem to have made it all so quickly?!
well done man!
http://udn.epicgames.com/Three/TakingScreenshots.html
anyway I have run into the same problem and this helped out for some of them