I worked on a Action RPG Level in the UDK. The scene is not finished, if I have more time I`ll finish this level. Meshes are made in Maya, Txtures in Photoshop and Crazypump.
Critics and comments are welcome.
Wow that is a stunning environment! Everything came out very nicely! I love the texture work you have going on there!
Only thing that strikes me as odd is how there are a ton of destroyed arches and broken brick walls... but there is no trace of a ceiling or any walls for that matter. No foundations, nothing.
I've found myself basically saying "What Prophecies said", and I must do it yet again . This really is some superb work bro, these images alone make me want to know more about the scene, what happened, what was there, and what's currently taking place. Really great work here
Really crisp details, particularly the rock cervices and all.
Interesting though, no debris, wrecked furnitures, looks like it was built like this to start with.
It would be cool to go back and some focal elements in the scene, like a fireplace, remnants of a living room to draw the eye. I'm kind of split between looking at the torch or the trees. Maybe even add some cots to show that this is an occupied area?
Great first post. Models and textures look really good. I like the layout and sense of depth in the scene.
The fog/atmospheric perspective seems a bit otherworldly, not sure if that was your goal.
I think you should spend some more time on the sky it's a bit bland compared to the rest of the scene. Just an idea but what about bluer sky with big black clouds and sheets of rain coming down? A blue sky would help get complementary color to your torchlight into your scene.
thanks for the comments.
The whole idear of this scene is an very old ruin witch is a memorial or something like this. Thats the reason why I am make this scene a lot more cleaner than a "fresh" ruin. Next step will be an medival military camp in this ruins. They use this ruins to hide from a powerfull enemy.
One thing that bothers me is that the rocks in the last picture are so full of details and lines that my eye can barely read what's going on there. It's visually a mess. One thing you could do to improve reading on this particular picture is to make the lines in the rocks horizontal instead of vertical imo.
Great scene! The first two pictures are great
The third gets a bit cluttered due to the amount of hard rock surfaces with a lot of light variation hitting them without any more major definition of the rock it's hard to get a feel of it with all broken up lines there.
Hey, thanks for the comments and critics.
I`m also unhappy with the sky and this green color. Rain and blue sounds good. I try this out if I have more time.
This is my first UDK project so I am not so familiar with this software. is there any way to deactivate the fog and postprocessing from the skydome?
best regards
Replies
Only thing that strikes me as odd is how there are a ton of destroyed arches and broken brick walls... but there is no trace of a ceiling or any walls for that matter. No foundations, nothing.
Still, excellent work!!
Interesting though, no debris, wrecked furnitures, looks like it was built like this to start with.
It would be cool to go back and some focal elements in the scene, like a fireplace, remnants of a living room to draw the eye. I'm kind of split between looking at the torch or the trees. Maybe even add some cots to show that this is an occupied area?
Great first post. Models and textures look really good. I like the layout and sense of depth in the scene.
The fog/atmospheric perspective seems a bit otherworldly, not sure if that was your goal.
I think you should spend some more time on the sky it's a bit bland compared to the rest of the scene. Just an idea but what about bluer sky with big black clouds and sheets of rain coming down? A blue sky would help get complementary color to your torchlight into your scene.
The whole idear of this scene is an very old ruin witch is a memorial or something like this. Thats the reason why I am make this scene a lot more cleaner than a "fresh" ruin. Next step will be an medival military camp in this ruins. They use this ruins to hide from a powerfull enemy.
best regards
One thing that bothers me is that the rocks in the last picture are so full of details and lines that my eye can barely read what's going on there. It's visually a mess. One thing you could do to improve reading on this particular picture is to make the lines in the rocks horizontal instead of vertical imo.
Great work nevertheless!!
The third gets a bit cluttered due to the amount of hard rock surfaces with a lot of light variation hitting them without any more major definition of the rock it's hard to get a feel of it with all broken up lines there.
Otherwise, quality stuff and moody colors
The art piece is awesome!
zxcman, look at the shader for the rocks in the GDC features level included with UDK. It might not be the same, but it's pretty nice.
I`m also unhappy with the sky and this green color. Rain and blue sounds good. I try this out if I have more time.
This is my first UDK project so I am not so familiar with this software. is there any way to deactivate the fog and postprocessing from the skydome?
best regards
(Only because I've played it recently)
But your stuff is much darker and grittier looking, great work.