So guys, after three weeks of modeling and texturing I can safely say that my UDK Environment of the Subway Platform is finished. As this is my first Environment and creation with the UDK I've spent a lot of time learning each feature and using each element I add to the scene as a learning curve for each feature of UDK.
Total Development time: 3 weeks.
Thank you all for you're amazing help, inspiration and critique you have given me during this development in my work-in-progress thread. I hope to be a member of these forums that helps and inspires as much as you have done to me.
Well it's been fun, off to start another environment.
- Sythen.
Replies
As for now the level design is officially 'finished' per-say. But I can see myself adding these in the future and breaking the repetition. =]
Thanks again!
I agree on the repetition, though it doesn't bother me as much as the teddy. Clearly much more energy and time has been spent on the level and the other props (like the telephones).
The teddy doesn't look good enough to have such a full frontal position if you ask me (more or less the same for the newspaper, killing more than adding to it).
If you want to do some litter etc. do a decent extra pass over your level to litter your design instead of just throwing down a newspaper and a bear.
Overall it looks great though! Keep it up!
The newspaper behind him is actually a soft-body and there are many around that fly when the train goes by, This one just caught the pillar.
I'll work on it a bit more and finish up some of the elements and post more screens,
Thank you guys,
Sythen.
apart from the teddy, newspaper and general lack of rubbish i'd say you really need to dirty things up a bit more too. currently all your emmisive lights are very clean and of a similar level of brightness and colour. a bit of variation here could really make the focal points stand out. same goes with the no smoking sign - it looks straight out the factory and onto the wall, after being laminated 50 times to protect it!
lastly i'd say things look a little bit too simple and repetitive. i realise you've built the environment out of modular pieces but maybe try and think about using them in different ways. something that occurred to me might be to rotate the round lights on the columns every other column by 90 degrees so they face the row of columns rather than the wall and the track, if that makes sense. this would break up the repetitiveness of the model and also create more interesting lighting. maybe you could even setup the material so the vertex colour controlled the brightness of the light to create some variation.
http://www.chrisalbeluhn.com/UDK_Asset_Position_Offsets_Texturet_Tutorial.html
is a really useful tutorial for varying dirt based on world position in udk and really got me thinking about creating automated variation and could really help with your "105" column.
keep up the good work
Clearly there's a lot more for me to learn, going to do a paint over and just see what details I can add to break up the repetition.
MAKE IT DIRTY. Grime this place up. Subways are disgusting. Especially with digital work, you really need to tell a story here. If the environment is really straightforward and doesn't have any elements to break up the scene then the eye is immediately drawn into the repetitive aspects of the scene, which will hurt the composition and make the viewer scroll on past because simply it is boring.
If you have ever been in a subway in Europe, or even a major city here in the states you can tell from the second you enter them that they are just gross. Try to make the viewer FEEL what it is like in the air. For instance, here are some elements that pop into my head when I hear the word subway. Dirty grimey floors, newspapers and cigarette butts, exhaust from the streets above, sharp, but not perfect lighing, broken tiles, a homeless guy, cardboard boxes, graffiti, and a bunch of other elements that really just show that this place has had some abuse. Subways are used by THOUSANDS of people every day, whereas your scene reminds me more of a hospital. Really make this a full on experience for when I open up the page! Make my eye want to look around and take a look at what all you have put in there to really give this some story elements.
Enough with the bashing, because that is not my aim with this post. I think that you have a great base here. You would be selling yourself short to call this environment quits however. Give this place some feeling! I literally feel like when I look at it, I can get the whole experience is maybe two seconds. Make my eyes float around and check out all the love you have put in! Sorry this is getting lengthy, but I would really like to see you push this farther! Keep us updated
http://www.polycount.com/forum/showthread.php?t=76295&highlight=pit
Things are looking good! =]
Been working some more on this Vertex Shader, have a lot more decals to play with too. Here's an example of them in use.
Both the floor and the walls are paint able and go between a clean and heavily dirtied wall. The opacity of the brush in Mesh Paint allows for different variances of dirt.
Let me know what you think.
- Sythen.