Ahh, new year is here and time to update the ol' porfolio. Found a cool Chinatown concept by Alex Chu
http://www.conceptsofalex.com and decided to go for it.
I wanted to start this thread early so I can see my progress, and hopefully others can benefit from watching as well.
I blocked out the scene in UDK using BSP, then added basic lighting and some DOF. When I was happy with it, I exported out and imported into Max. Now I am beginning to model on top of the greyblock in Max and then re-import the pieces into UDK.
My first snag already, I'm not sure if its been changed but I remember I could just right click the "move" button in UDK, set everything to zero, and it will place my mesh in the same spot as in Max. But, this time when I do it, I need to turn it 90 degrees.
Concept:
http://www.conceptsofalex.com/picture/3china_town_cracked_street_8.jpg?pictureId=5719063
Modeled a first pass of one of the buildings and imported in as a test.
Replies
cant wait to see this when its farther along
Remember in lighting, highlight your focal point first, get that in lighting and keep going with it. Don't just make a piece for the sake of making it. Get the focal points down and where you want people to see in order.
*EDIT*
OK for some reason the concept didn't come up for me, so I got rid of that (i re-posted it) and another note, this guy has some pretty rockin' concepts.
I'd watch some of the saturations, a bit too red and green at the moment for my liking. Road texture is really nice but I think the rocks need some more resolution.
Good stuff, can't wait to see it progress.
One thing I think you should look at is the dirt texture, I guess it´s WIP right now since it looks so flat.
The rock texture on the larger cliff face chasm thing has too much depth in it. If you are going to have that much depth in it then model in the rocks a bit more.
Nice modeling though. Anxious to see this all textured up.
when you just export building on UDK , They was with UV ? and when you want start texturing you make the UV or wath ?
Thanks for the past feedback.
I agree I need to push and pull more polys in the cliff/rock area.
For lighting, I've basically followed the lighting in Eat 3d's UDK dvd, but also copy the setup in the included UT maps in UDK and adjusted to fit my scene.
For UV'ing this scene, I've been making tiling textures first, then mapping them in Max, then exporting chunks of my scene into UDK.
You know, a slew of people (Me, you, and another guy) have just started a bunch of Japanese / Asian related projects lol.
This is starting to look good man, the only thing I notice right away that's a bit off with it, is the paper lanterns. They are way too shiny! I'd take whatever spec you have on them atm OFF!
The cracks in the normal map look like they are too soft/rounded at the ends. You could improve the realism by having them sharper.
The specular looks like i'ts been blurred. I would sharpen it up so that it lines up better with the diffuse detail. Also, though I can't see what it looks like rendered, the white glow around all the dark areas seems like they are out of place.
Look forward to seeing some updates
Looking good, keep it going.
Just so you get that dusty feeling, you could probably use vertex-painting and make a tilable grunge-debris texture. Good work so far man!
Looking forward to your final shots!
I can't take credit for the lighting. I got frustrated with my own lighting and instead, imported my scene into an unreal map that was included with UDK. I'm not sure what settings they use but its alot better than what I can do, that's for sure