Skamberin- yeah the ring is kinda jacked right now, it's material had too much contrast and due to the way image reflections work it won't shadow the reflections or the streaky highglights, so i'll just do some vertex paning trickery to put some grime around it Also SSAO is off right now and it'll more than likely be back on at some point. As for the tour I'll probably put up a vimeo and I'm probably going to release the packages and map file so people can dig through it if they'd like
oobersli - towels are totally on my list, they'll be a good item to throw around and hang in areas to add interesting details. As for displacement the rules said tessellation counts towards poly budget (boo!!!) so I wont be using it. I do plan on hand modeling some destroyed elements of the ground and pillars to give the appearance of people fighting in here.
Firebert- I agree about the composition, I'm sure i'll have like 50 angles that are just slightly different before I nail down the final one
Jonathan - I agree bystanders would be awesome, If i have some left over texture space I was thinking about making some 3d billboardish people to put relaxin in the tubs :X but we'll see....it's going to be enough work finishing this, I still have more items, custom modeling, vertex painging, wet effects, fog, particles....fuuuuuuuuuuuuu
Your materials and lighting work is very inspiring! I'd second some wallpaper sized renders (Specifically the render of just the lanterns from the previous page).
Wow, that picture was just so amazing I had to go get a bucket for my drool. Your lighting and textures are taking full advantage of the UDK (which makes me angrily jealous).
I see the ring as something that is hastily thrown together (in the game universe not in your model) and I could see it being a ring of towels. But it's just a suggestion.
Would be great if you could upload the map and packages for this level like you said, I'd quite like to see how you went about lighting this scene and getting such a nice atmosphere, look forwad to seeing more
Thanks for sharing your material setup back there on page one, the mats looked great and i was curious on how they were setup. One of my fav Brawl entries!
This looks amazing, no doubt, but theres something wrong with the scale for me. Originally, I thought the room was much smaller, but then i saw the mirrors/sinks. Its as if they are too low and the camera is too high up
Hey Jordan, I think you're on to something special here - that last shot is like some magical ill-breed between a sleazy nightclub and a sento, like some lavish, yakuza-run soapland from hell In other words, there's something really interesting about the mix of elements, keep it up.
D1ver, yeah the lighting is supposed to be caustics from the bulbs, I just painted a texture in photoshop that looked like some caustics and cast it as a light function on some of the spotlights.
Holy crap, your materials and lighting are kick ass. I do think that the tile on the ground needs a little more wear and tear. It seems too new and clean when compared with the ceiling. Your stuff is really inspirational. Keep rockin!
You're really nailing that mood man. It feels like a scene right out of a Chow Yun Fat action flick... err, but Japanese . How come the normals and reflection on the left pillar seems so strong compared to everything else? Would be awesome if those roof windows were staggered open just a tad seeping in some daylight. Maybe if the lanterns ad light in the middle row were slightly dimmed or some turned off it would add a little more parallax with it being light, dark, light. Super awesome dude.
Blot, I totally agree, I'm going to make a custom mesh for the floor that I can smash up and paint instead of this boring BSP :X
BBox, yeah the skylights are an area of much pain, I've been going back and forth on what I actually want to do with them, I had a version with sunlight coming it but it made the scene harder to read and now that I have the lanterns and the mural i'm not as worried about needing warm tones, I'll probably just put some rays coming in from the glass to show the direction of the moonlight.
Dunno why the left tile looks stronger, there's only 1 tile shader with many instances, I'm guessing it's just a matter of what's reflecting and where the light is.
rambooze Yeah this is the DX11 reflections we used in the samaritan demo, it's all available in UDK, just enable image reflections on your material and place imagegreRlectionScenecaptureActors (long much?) on things you want to show up in the reflection....oh and make sure you're in DX11 mode
i cant hold myself back from posting, its just so good. one of the best looking udk projects ive seen since the new march release, your really utilizing all of those fancy new features quite nicely.
if you dont mind me asking a somewhat off-topic question, what kinda rig you working on jordan? if your working with all this new fangled tech you have to be working on a beast
This is coming along great, dude. This is the scene that I always thought it'd be cool to see remade. Kinda upset me that they didn't redo his stage in SF4. This darker mood gives it a Mortal Kombat kinda vibe and I think it works really well. Excited to see more.
Edit: I also have that some processor, had it OC'd to 3.0 for a while, stable as all hell. I'm stuck with 2 8800GTs though
Beautiful work, maybe if you had some tiles missing from the columns it would add visual interest? Some added dirt and grime would help, this looks like it has a permanent janitor on duty.
Not sure i'm digging the lanterns, they just seem out of place in every conceivable way. They're roundish, red, and their scale seems too big. I think square lanterns might work better, and i think you need to work on the material to make it look more transparent, a material that lets light pass through it (you'd be able to see the detailing from the other side as well as hints of the fire inside. Their style just clashes with the rest of the scene. Other than that amazing scene.
I wouldn't say the lanterns look out of place but it could use a few tweaks? Shape could be either more pill like or more spherical IMHO and I agree with crazyfingers on the materials, the light source inside could be more visible and get these awesome shades of orange/yellow going on:
Crazyfingers- the lanterns was something I was hesitant about putting in but I feel that it's an element that should stick around from the original.
FelipeFrango- thanks for the images, I went back and reworked the materials and shape a bit, Even the round ones aren't perfectly spherical which makes it a bit of a pain to get just right
Bitchin'! Personally I'd make them even brighter and saturated but that's only cause I'm a sucker for this kinda stuff, there's something in these shades of orange that I just love.
I'm going to bug you about those lanterns tomorrow at work. Me wants to see what your doing!
I think your holding the competition up now man. Nobody is updating. I can't tell if they all left for Dominance War V or just quit or if people are in hiding working away on their entry. *shrug*
The lanterns look great man! I want to hit them with a bat and grasp at the japanese candy.
Replies
Skamberin- yeah the ring is kinda jacked right now, it's material had too much contrast and due to the way image reflections work it won't shadow the reflections or the streaky highglights, so i'll just do some vertex paning trickery to put some grime around it Also SSAO is off right now and it'll more than likely be back on at some point. As for the tour I'll probably put up a vimeo and I'm probably going to release the packages and map file so people can dig through it if they'd like
oobersli - towels are totally on my list, they'll be a good item to throw around and hang in areas to add interesting details. As for displacement the rules said tessellation counts towards poly budget (boo!!!) so I wont be using it. I do plan on hand modeling some destroyed elements of the ground and pillars to give the appearance of people fighting in here.
Firebert- I agree about the composition, I'm sure i'll have like 50 angles that are just slightly different before I nail down the final one
Jonathan - I agree bystanders would be awesome, If i have some left over texture space I was thinking about making some 3d billboardish people to put relaxin in the tubs :X but we'll see....it's going to be enough work finishing this, I still have more items, custom modeling, vertex painging, wet effects, fog, particles....fuuuuuuuuuuuuu
Kudos on the scene so far, it looks amazing!
Amazing atmosphere, i love it
I see the ring as something that is hastily thrown together (in the game universe not in your model) and I could see it being a ring of towels. But it's just a suggestion.
Keep up the amazing work.
*especially with latest UDK it will be really baaadass !
http://www.polarisimages.com/Portfolios/Photographers/Torin_Boyd/images/01.jpg
PS. Extra credit for a Mt. Fuji somewhere
I think you can easily populate more chairs and buckets around.
I'm also curious, how are you going about those irregularities in your light? is it caustics from lamp glass thing or something?
keep it up, dude. it's a pleasure to follow.
cheers
also started placing reflections in the level
Keep it up
BBox, yeah the skylights are an area of much pain, I've been going back and forth on what I actually want to do with them, I had a version with sunlight coming it but it made the scene harder to read and now that I have the lanterns and the mural i'm not as worried about needing warm tones, I'll probably just put some rays coming in from the glass to show the direction of the moonlight.
Dunno why the left tile looks stronger, there's only 1 tile shader with many instances, I'm guessing it's just a matter of what's reflecting and where the light is.
rambooze Yeah this is the DX11 reflections we used in the samaritan demo, it's all available in UDK, just enable image reflections on your material and place imagegreRlectionScenecaptureActors (long much?) on things you want to show up in the reflection....oh and make sure you're in DX11 mode
if you dont mind me asking a somewhat off-topic question, what kinda rig you working on jordan? if your working with all this new fangled tech you have to be working on a beast
Intel Quad core Q6600 @ 2.4Ghz
8GB ram
GTX580
Edit: I also have that some processor, had it OC'd to 3.0 for a while, stable as all hell. I'm stuck with 2 8800GTs though
Thanks for the information. Great update of the UDK you have in the march release. I wish I had a dx11 videocard
I kid, I kid...
FelipeFrango- thanks for the images, I went back and reworked the materials and shape a bit, Even the round ones aren't perfectly spherical which makes it a bit of a pain to get just right
I think your holding the competition up now man. Nobody is updating. I can't tell if they all left for Dominance War V or just quit or if people are in hiding working away on their entry. *shrug*
The lanterns look great man! I want to hit them with a bat and grasp at the japanese candy.
[ame]http://www.youtube.com/watch?v=doihYFkeWsQ&feature=player_embedded[/ame]