Im gonna be working on my first full UDK scene. After doing a LOT of research into UDK, I feel im ready to take the plunge and make a spectacular scene.
The basic idea is to have a ruined metro station with the ceiling collapsed onto the front end of a train. Through the collapsed ceiling, you can see a post apocalyptic city, torn to shreds. One of these buildings (skyscraper) is gonna be wrapped in plastic with a bio-hazard signed on it.
Lookin good. Agreed thing should be banged up but not too much. Mostly they should just have surface-tear since it would look strange if everything was beaten up like if some things just didn't stand abandoned and rusting.
Perhaps you should make two versions of everything, a whole version and a beaten up one. Since both versions are going to be dirty they could still share the same textures except the normalmap.
It feels a bit oveerkill to use zbrush for this. Surface tear can be made in PS and the deformations on the beat up objects I think you can do well with a lattice deformer or something like that.
Where's your ref from btw? The ticket gate reminds me of the metro in Paris.
actually, it might be a better idea just to wait until the scene is blocked out and you figured how and where the damage was done, there's still going to be perfect untouched items, its better not to waste time doing that now.
a quick escalator i made. im working on crumbling pillars in mudbox, but they're not ready to show of. also, i blocked out much of the scene in UDK. Good thing I did because there were a lot of space and perspective issues i didnt consider in the concept. thx for the great advice!
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Other than that, and not having too much to crit so far, it's looking great. You have some clean high poly models :thumbup:
Perhaps you should make two versions of everything, a whole version and a beaten up one. Since both versions are going to be dirty they could still share the same textures except the normalmap.
It feels a bit oveerkill to use zbrush for this. Surface tear can be made in PS and the deformations on the beat up objects I think you can do well with a lattice deformer or something like that.
Where's your ref from btw? The ticket gate reminds me of the metro in Paris.
nice start
I'd recommend to start blocking out the scene as soon as possible so you can get a better idea of what you want to do and avoid headaches later!
also, ill be banging them up in mudbox. does anyone know any tuts that explain how to abuse metal? all i can find is concrete.
Can't wait to see the blocking ...
Workflow is kinda the same, even quads and then some sculptage.
a quick escalator i made. im working on crumbling pillars in mudbox, but they're not ready to show of. also, i blocked out much of the scene in UDK. Good thing I did because there were a lot of space and perspective issues i didnt consider in the concept. thx for the great advice!