Haven't been on these boards for many years. You'd think that people would get better over time but I haven't touched anything related to graphics in very long time now.
Anyhow... so finally I got some time over to actually create graphics. I'm currently working on a little indie game project that will hopefully be completed late summer.
I'm responsible for creating the environments and seeing how the only thing I've made so far was some crappy student project 2 years ago... I'm a little nervous. So basically I decided to put up a little WIP thread here to get feedback as well as some motivation to push myself to the finish line.
The environment is supposed to be desert with some half-futuristic military bases. The desert will also extend into some canyons/cliffs so we can keep the players locked up good - don't want people getting lost in the desert. Haha.
So yeah... for the past few days I've been learning ZBrush and getting things into UDK. So finally I managed to get something that is close to the quality I was hoping for. In fact it looks better than I had hoped to achieve in a couple of days.
I'm obviously still far from my goal but ya.. thought I'd share. Would be nice to get feedback and what not. I mean there's probably a thousand of things that I could do that I haven't even thought about.
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There's a door that swings open on both sides of the pod. It isn't very visible yet... will fix that with some textures.
Oh, and these pods won't contain actual people. It'd be quite hazardous to travel inside a missile
I'm still texturing these things as I got tired of my hipoly mesh looking like crap and producing shitty normal maps.
What I'm aiming for is something semi-realistic I guess. Or rather.. it won't be realistic until I figure I actually need to make it realistic. Heh. I don't think I want to do things like putting dirt in places that "should" have dirt. Makes things look so.. dirty. But maybe I'll resort to that when i can't figure out what to put in specific locations. Heh.
The aliens will have more advanced looking drop pods that will actually go back into the sky after dropping people off.
EDIT: I just realized I have the worst topic name of all times. haha.
The texture on the pods needs work though but they are wip so i will just sit and watch!
Having said that you might want to look at the metal again, its not reading like metal very well atm
Here's how it's looking. Got rid of all the noisy stuff. Trying to keep it clean and simple. Added a little dirt just to make it less boring. Not a lot though.
Having problems making the white core look like metal but I figured it looks fine. Maybe more like a matte metal?
At least I think it looks more "fun" now. Like... I want to have one of those at home.
EDIT: Also don't ask me about the polycount on that drill
Don't think I can fix the seam sadly Maybe
Also this vertex blending stuff is amazing cool. Was looking at the Epic Citadel assets and they solved the water really nicely. I was pretty amazed when I looked at it.
Also the grunge looks a bit out of scale?
Also I now really want to know the polycount of the rockets!
http://www.polycount.com/forum/showthread.php?p=1193841
if you want it to appear as though the sand is piling up on the sides, i would either add another mesh around the base of the rock with the same sand texture as the ground, or use the terrain tools in udk to physically raise the level of the terrain near the base of the rock. hope this helps :thumpup:
Been trying to figure out how buildings and stuff should look... and instead I ended up making props instead since I'm not very confident in my other skills. Having a hard time finding references for some military base in the desert that is semi-futuristic.
Probably going to need a "dirty up" pass on the textures... but I like clean stuff
Also I'm having issues with these hard shadows on UDK terrain. Would really love to make them soft but I haven't figured out how.
Hey, I'm seriously going to try that out. Auto-sand that looks good sounds way better than manual sand that looks bad
I'll be sure to make some sand piles as well.
Uh.. the level is just a test map for my graphics stuffs so ya
Still needs a lot of decorations and stuff.
Obviously some of the old "clean" stuff is there and some of it shouldnt even be there.. like that weird gate thing is upscaled a bajillion times...
The doors' scale seem a little off to me, I think the thing that is causing it the most is the size of the yellow placards on the sides, they seem so massive that it seems like you had a human sized door and scaled it up to fit the space, perhaps shrink them and add more as a test run?
Ya, the door is supposed to be maybe 1/5 the size. Going to have to make something new to fill up that space. Not really sure what to put there though.