Working on and environment intended for use in UDK
Posting progress here.
I'm taking this image, by Khang Le and make in 3d for UDK
this Is My reference I DID NOT MAKE THIS IMAGE.
This concept is Khang Le's work. If you'd like to see more his website is here.
http://www.khangle.net/gallery/
Now for some of my shots
Not so Sure about my design for that chair. any suggestions
Replies
Not much to crit what you have right now except what the other said; to block everything out before you start to go into details, good luck!
I began focusing on blocking out the scene as per cholden and ErichWK's comments. all the models are low poly now, mostly primatives, but I'm able to build them and move them into place much faster. Then I will check the scene in Unreal for scaling. Then I will go back and detail the models and finalize the geometry.
Currently the concept throws together Bioshock and Deadspace into some bizarre twist. Although that could possibly be just my personal opinions on taste :P
even started blocking out the side opposite my reference
I'm a little concerned about those windows, Thinking it might be smarter to do them as one solid mesh with a repeating texture in the final version.
Sorry but i don't see the point of that when, I can't bring it back in to Maya to use as a scale reference? I'd basically be guessing at the scale at that point.
Using this method I've been checking scale of the models in Unreal periodically. That is what I thought you meant to do. Everything seems good so far, Not much room for a gun fight, but I was really only going for aesthetics anyway.
I was going to post a shot from unreal once all the block out is done.
Nope. I didn't say that.
There's a number of ways you can block things out. That's up to you. I generally toss a few quick meshes in from max, adjust scale as required and apply those changes to the original content in max. Dn2 made a good point as well.
That pretty close to what I've been doing. I make the simple meshes in Maya export to unreal and check it. Then apply the changes in maya. I've juet been showing maya screenshots.
and some shoes of everything blocked out in Unreal.
I'm curious what your workflow or plan is on that front?
Model and UV all the assets in Maya.
Use tile-able textures, (I'm going to try a new method here and create my tiles in Z brush not in PS. Though I may resort back to PS for some things.)
Then I place all the assets in Maya and bake out shadow maps and a few other tuning tricks
The I bring everything into unreal and instance it. I've never actually done instancing in Unreal before. I need to figure out how it works or if its even possible. It just makes the work flow so much easier.
I'm aware right now there there is a difference of 6.5 between my current scene in Maya and my Unreal scene so i have to keep that in mind.
again lots of tuning, especially with lighting.
That is currently my work flow plan. but you know sometime you have to change things on the fly
I may not need to bake out shadow maps Beast seems to make that unnecessary. but even if I don't NEED to I'm still going to do it anyway for practice.
Sorry I haven't posted anything in a while. Paid work has been kicking my butt lately. Anyway I had a chance to knock out a few assets. If anyone wants to see one of these assets in more detail, I'll post a breakdown of it.
The Items on the fireplace shelves are stand ins, not final art. There will be normal maps on the final versions.
I really appreciate your insight on how you go about creating environments and I look forward to further updates. Keep it up.
Like jocose said, setting up lighting early would be cool....it can really help set the mood for your scene, and you can see how your textures look in near-final lighting.