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Muramasa village scene

polycounter lvl 12
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panic polycounter lvl 12
Hi guys this a scene I did from the game Muramasa:The Demon Blade.
rendered it out in UDK
currently im fixing up the soil
just want to know what you guys think
780x438.jpeg

just a few of the assests
780x676.jpeg
780x676.jpeg

and heres a little cinematic I did for it
[ame="http://www.youtube.com/watch?v=L89ZolKmyHE&feature=player_detailpage"]You Tube[/ame]

Replies

  • Matroskin
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    Matroskin polycounter lvl 11
    looks pretty good.

    To me the only thing that bothers are many black spots.
    That is probably due to AO post-process in UDK (which is ON by default unfortunately) and lack of subtle additional lighting in the folliage/grass.

    U could try to simmulate the sub-surf scattering in foliage materials, disable AO post-process and seee where u can add small point lights to lighten up some black spots (or maybe even try to add a skylight actor with low brightness).
  • NomadSoul2501
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    NomadSoul2501 polycounter lvl 10
    Love everything about it!
    The art style, the composition and the lighting are all awesome!
    I do agree with Matroskin about the black spots, maybe town down the AO and add some translucency to the grass?

    keep it up!
  • panic
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    panic polycounter lvl 12
    @Matroskin: Yea i noticed those spots aswell.
    before I tried adding lights near the black spots, but they didnt help it all, and I coundt figure out why.
    Ill try the AO post-process.

    @NomadSoul2501: Thanks, ganna try what Matroskin said. The only reason why I didnt add translucency to the grass was because I didnt want you to be able to see through it. hmm, but maybe I can make some of then translucent. Like the ones infront of other grass.
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