Just a place to dump my environment work, I think I'd like to keep this an on going thread for all my work (if I can keep it up.)
So I'v started with this idea I had for an environment, no small inspiration coming from places like Kolwoon walled city and
Hong Kong corner houses, etc. But if I take it far enough I'd like to give the impression that this is a fictional environment where there are a large number of cultures and religions all taking refuge in a single city. Hence why I'm playing with the idea of having signs in multiple languages, Chinese, Hindi or Urdu, Spanish, English, etc, the major different languages. A mish-mash of cultures and identities. Just an idea... lets see where it goes.
This was the initial block-out...
I then worked on the building fronts.
I worked up some simple high-poly models and baked them to a flat plane (I modelled the high-poly with this in mind, i.e. few 90 degree angels.)
I then modelled the low poly models, used a simple planar projection to map the UVs and then tweaked any areas that showed some stretching. Then used a bend modifier for the curved corners. Because they're fairly high up and some what out of the players of the reach I decided most of the detail would come from the texturing maps, rather spending time getting a perfect high poly bake. Also if I decide to use the texture on a distant building I'll also wanted the textures to function on a flat plane.
When I have some more props in place I will probably play around with the composition and move buildings around. At the moment, behind the camera there are a few building shaped cut-outs just used to cast some interesting shadows. Eventually I would like this to be taken out and have this function as a playable mini environment, not just from the one point of view.
I have also just gone onto start some signs and billboards which so far Im not really happy with. Also unfortunately my language skills are only as good as Google Translate, I try to check all translations as much as possible but I can never be sure they're right.
And a few other screens.
And the diffuse map for the building fronts.
Replies
try and get it back I'd say...
Looking very cool overall though!!.. great great job!
If you want to keep that nice overexposed look untextured version has you need to make textures less contrasty, so that they are not fighting with lighting.
Sandro - I was experimenting with an overexposed look, finding hard to find a balance with the dark and light areas, thanks for the tip.
Virtuosic - I have missed out a few of the UDK updates and I think the SSAO was new to this build and I haven't really played with the new AO settings, i'll take a look.
But before playing with postfx, make sure your lighting is good. Postfx enhance a good lighting but can hardly replace one.