Looks great, as you've already taken note, the only thing you need to work on is that decal clipping. I don't know shit about UDK though, so I'm not too much help there.
This is an awesome idea, I love the layout of it all.
With the clipping you can try moving it further from the wall, sadly the nature of this engine the threshold isn't too good with decal distance. It can cause other problems if you move it further apart making it look floating. Personally when it comes to UDK I try to avoid plane on plane layers and incorporate such things within 1 texture. I noticed right at the end there doesn't seem to be a sun where the rays are emitting from but I'm sure you are already on that.
Thanks guys for all the feedback. I really appreciate it.
I'll try moving the decals further from the wall as suggested, also looking into z-fighting with decals, and the posted tutorials for more information . The thing that confuses me is that the clipping doesn't happen when I'm playing in game, it only happens when I activate the flythrough. So, I'm thinking it could have something to do with the camera settings.
Phil, thanks for the suggestions, I'm going to work on the sky a little more, play around with the clouds and add the sun effect. Also, going to add an escalator up, and improve the environment, give it more variety.
SltrOlsson, the idea behind the scene is that the tree house was build on the tallest tree that was found in order to get away from civilization. Place to partake in solitary activity such as reading, and painting.
Hello All, apparently it was this little check mark called 'constrain aspect ratio' on the camera properties that was causing all the clipping on the decals.
I think one of the best places to get inspiration for a tree house is from the 1996 movie "JACK". This one reminds me of that one which is the best tree house I ever seen by my brains law.
I'm just diving into the world of the UDK myself having troubles getting good outdoor lighting doing a forest scene myself, how did you get your sky to be so complex and your lighting so great . Keep it up man !
For the lights its just a dominant direct with cascading shadows, and a few point lights here and there to add interest in focal areas. As for the sky dome, its an animated materials, everything made using layers within the material editor. Similar to compositing where you add the clouds, stars, and colors individually on its own layers.
Lovely work, I dig your Cambodian scene. Only thing to crit is the tires on the buggy look odd, rubber does not have so hard edges on the patterns that stick out.
Replies
With the clipping you can try moving it further from the wall, sadly the nature of this engine the threshold isn't too good with decal distance. It can cause other problems if you move it further apart making it look floating. Personally when it comes to UDK I try to avoid plane on plane layers and incorporate such things within 1 texture. I noticed right at the end there doesn't seem to be a sun where the rays are emitting from but I'm sure you are already on that.
http://udn.epicgames.com/Three/UsingDecals.html
I'll try moving the decals further from the wall as suggested, also looking into z-fighting with decals, and the posted tutorials for more information . The thing that confuses me is that the clipping doesn't happen when I'm playing in game, it only happens when I activate the flythrough. So, I'm thinking it could have something to do with the camera settings.
Phil, thanks for the suggestions, I'm going to work on the sky a little more, play around with the clouds and add the sun effect. Also, going to add an escalator up, and improve the environment, give it more variety.
SltrOlsson, the idea behind the scene is that the tree house was build on the tallest tree that was found in order to get away from civilization. Place to partake in solitary activity such as reading, and painting.
[ame]http://www.youtube.com/watch?v=eDBGsSh5mi8&hd=1[/ame]
I'm just diving into the world of the UDK myself having troubles getting good outdoor lighting doing a forest scene myself, how did you get your sky to be so complex and your lighting so great . Keep it up man !
For the lights its just a dominant direct with cascading shadows, and a few point lights here and there to add interest in focal areas. As for the sky dome, its an animated materials, everything made using layers within the material editor. Similar to compositing where you add the clouds, stars, and colors individually on its own layers.
May I know how you rendered the vehicle? And how you got the glass to look like that?