Hey,
Started making a tomb scene for UDK, its based on a piece of concept art from one of the tomb raider games. Thought I'd make a thread to get some feedback, and to try and keep me motivated to actually finish making it. I've only been making props so far, so I'd like to try and get a full scene done.
Heres the tomb raider concept its based off,
I changed a couple of little things from the concept, and expanded it a bit. Heres a blockout in Max to get an idea for the scene. Im going to have 2 secret passages under the pools as well.
Also, I put the blockout into UDK to get an idea of the scale. I still have to blockout of the back or the room, it'll basically just be a large doorway in the centre of the wall.
Started modelling the pillar that goes along the sides of the room earlier, still not sure what to do with the top of it. Keep it bare as it is, or add details to it like that on the bottom.
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I also textured the pillar, but im still not happy with it. I think it needs roughed up more or something, and it has some normal errors. Im trying to learn to improve my texturing, so any crits or tips on how I could improve it would be great.
That "freshly-painted" look could also have to do with your spec map. In that case, you might want to turn down the specularity.
Hey, I'll try desaurating the colours a bit and tone the spec down. Thanks.
Hey snow, I created everything in 3DS Max. I just put it in zbrush to give it those tiny bumpy details. I've also just started learning Zbrush, this pillar is the 1st thing I've put into it. The way Iniside mentioned is the best way to do it in zbrush. I just find it easier for me to do everything in max.
However, it looks great so far. If you can capture the mood and age a little bit better this could be a fantastic piece.
E: Microdetails can be lost in a bad bake, but if you do them in a 2D application and add them in they'll always be happy and can hide flaws and/or improve your bake.
Hey ParoXum, I keep forgetting that beveling the edges helps the normal. I've read about that a few times now, but always forget to bevel them. I'll go back bevel the edges and rebake the normal. I might try baking it via x-normal as well instead of Max. Have been reading through some topics here and it seems x-normal is better.
DOG-GY - Yeah, I will try and get it to look more aged. I think it looks to new for the scene at the minute, and doesnt suit.
Been quite busy latley so I havent had much time to work on this, but I've made some some progress over the last few days. Thought I'd post what I got done so far for some feedback and crits. Will get the rest of it finished after halloween.
Im gonna make a texture for the floor next, then model the pools, walkway, doorway into the room and maybe the skeletons to. The only thing im not sure what to do with is the ceiling, I think it would be to basic flat. But havent got any ideas for what to add to it.
Also, are there any good tutorials out there for UDK's particle editor? I want create a glowing orb and animate tiny particles moving around it. But am unsure how to go about it.
Thanks.
Ampaist : Thanks, I will check out that Eat3d particle tutorial.
Made some progress on the floor and roof, have to go back and fix some things with the floor. One of the cracks never turned out right. Probably because I seem to be rushing everything now, even though I know I shouldnt be.
Also im gonna add some decorative things around the sides of the ceiling were it extrudes up. Or have some wooden beams going across, with chains hanging from them holding fire urns. Either that or ill add some torches on the pillars.
I was also thinking of maybe trying to model a long dragon statue, and placing it in the gap bewten the roof and above the pillars. Would be a good learning experience, as I've never tried modelling any type of creature.
Gotta read up on UDK's lighting to!! Also that red orb light thing is from UDK, will make my own when I check out that Eat 3D vid.