So after watching a few of the Guild Wars 2 concept art videos, I found a few environments that I really liked. I've decided to take them into the UDK, and to polish them up as worthy portfolio pieces. There are currently 4 scenes I'd like to tackle, and this is the first! I just started on this a few hours ago, and it's starting to come along.
Any crits/comments appreciated!
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I've never EVER done grass decently with the UDK, so hopefully I'll be able to pull it off for this scene. I also plan on adding in a few bushes to break up the edges a bit more.
Especially on the left side.
Just a crit on the 3D grass not matching the ground texture color, but maybe it's just a lighting problem to fix like point normals up or something.
Keep it up
Also who lives in those caves?? Tell a story to the environment make it seem as if someone or something lives there. Also that grass doesn't seem right and change that sky I can clearly see you've just slapped it on there check out Mount and Blade sky make it like this.
Guild Wars 1 - good use of colour, quite vivid almost dream like to some extent, bright and appealing.
Guild Wars 2 - They have continued that theme to some extent look at the grass very colourful and vibrant, different foilage meshes scattered about the landscape. It does have that slight vivid look to it. Look at the sky very dynamic and it draws your eye immediately look at the constrast going across the sky from light to dark it adds more interest to a scene where there isn't anything going on. Look at the grass as it transitions from a nice green tone to a bright yellow at it's tip, you can see that overal green feel is slightly broken up with warm/ hot colours in the background giving that pleasant and inviting feel in my opinion
Mount and Blade 2 - look at that sky interesting and engaging, how many times have we all looked at skys like these picturing different shapes with our imagination.Look at the contrast that goes right across the screen from that blown out look on the left which clearly indicates our light source to the slightly darker right side which is much further away from our dominant light source.
the clouds seem quite realistic and it demands our attention like it's saying "look at me look" as it bears down upon the rest of the terrain that alone made me feel wow.
looking forward for more!
But to be honest, after all this feedback, I'm going to take it past the concept art and expand it into a full scene.
UDK
There are few things here I need help with, and a few things I'd like some second opinions on. Of course, general C&C is greatly welcomed.
First off, the black stuff is what I plan to add to flesh out the scene some more, but I'd like a bit more. Any suggests would be greatly appreciated.
The grass circled by red is actually no longer a problem. The rock on the far left... Does it stick out as odd? The same question for the moss on the nearby meshes. The red arrows up top are just pointing out my poor terrain skills/remind me later of what to fix.
it would be nice to bring the back of the scene down a bit to reveal some of the horizon which could then show off some other things in the distance. just very flat right now as far as distance.
do u know why your grass is shadowing? i think thats whats going on. so on the back sides its very black. possibly in the grass TGA itself it would be good to not have it curve so much in the blades. cam make it easy to pick out from the scene currently. your goal with grass to help ground things man made to the environment, such as the areas where the bricks meet the ground. other then that i like the fence addition in the front. in the concept i think it was supposed to be a drainage end tunnel not so much an entrance. so maybe think a bit with liquid runoff or something along those lines.
keep it up! i looked at ur other stuff and ur getting better
A suggestion--I think the lower portion of the frame, the "path" leading into the tunnel is pretty ambiguous in the concept, but to me it reads less like a tunnel than say a large drainage, with the black in the foreground almost like standing water in a shallow riverbed. I know that would increase time spent building this piece, but I think it would be an interesting interpretation of the scene, showing that you're adding something to the mix.
Oh and as far as the fences you've added, I would suggest elaborating further on them as well. It's not a bad idea, but draw them out, you've already got the model, so extend them out of the frame. Fences are excellent tools in landscape composition for framing and directing attention of the viewer, or leading a wandering player. I always liked placing wrecked and leaning fences; you can create huge variety with so few assets. Export out a single fence post and a "collapsed" version of the fence you have there already and that's a lot of free variety.
edit: better by illustration:
Still trying to work out how I could do the water. I've tried a few different materials, and nothing seems to give a nice reflection and edge like I want. Added some fences and a bit of more detail to the horizon line.
keep it up
Looking really nice, but as you say, it really does need the water to finish it off.
All C&C welcomed!
Essentially, the material view port shows what I'd like to paint onto the terrain. Basically a decal layer, if that makes sense. The image on the left is what I am getting. I've played with a lot of alpha/opacity settings, and it seems to not want to work. I'll probably just end up placing decals, even though the UDK seems to hate them.