The stage is definitely looking good! Thanks for sharing that tutorial too, I'm new to UDK and want to do a vertex blend material, and it was really helpful!
Good feedback, I'll work on the color with the next couple of assets and finishing the textures.
I've done more stuff but mostly working on getting the technical stuff working. Cloth, ropes and the charms to become dynamic. It was working but now I broke it and I can't figure out why/how.
ParoXum - The shots more of an overall shot of the arena, Kind of like some of the first 3D mortal kombat games. You see the whole stage then you zoom in closer when the fight initiates. I'll setup some camera kismets for show once I'm finished with the all of the other stuff.
The banners will have torn alphas hopefully based on world position probably a little darker with the mortal kombat logos and dynamic.
My scene was corrupted so I was doing a lot of catch up and breaking things trying to get my master materials to work again the right way with some new features.
Hopefully this weekend I'll be able to really sit down and begin polishing everything finally. Times running out and there are some fantastic looking entries =D.
Nice progress man, but I suggest you firmly establish your presentation shots now, to concentrate your time on what will definitely be seen.
If you tear up those flags it would also look really cool, maybe even one fallen on the ground?
Looking forward too seeing this finished. Good stuff. Keep it up!
D1ver, I already worked in the torn cloth and its looking pretty cool. As for the presentation shots I'll worry about those later, we've still got a lot of time even though it seems like we don't. I'm pretty close to calling it finished at this point.
Probably not going to update again until it's completely finished So I'm hoping everyone will like the final results
I am excite. I really think the final product turned out rather nice. Of course there's things I'd change and do differently but that's kind the nature of the game wouldn't you agree?
Sorry they took out the April UDK build from the labs Dan!
As soon as my build finishes I'll post the finally shot and I'll work on presentation later.
Since one of the categories for judging I figured It'd be a good idea to toss in a quick shot of one of the two Master materials I created.
This one is my LERP material that was used for the walls, floors and pretty much any material that had texture blends of some sorts going on. Other functions included:
Scale U and V coordinates independently for all maps ie DIF, SPEC, NRM.
Include bump offsets
Detail Normals
Rim lights
Hue/Sat adjustments to the Dif Maps on the fly for color pallet tweaking.
The other Master Master materials shared similar functions minus the LERP functions. The others used things like the UpVector setup and other material effects.
Replies
Your design holds the mood perfectly - nice to see sunlight in there)
and that open area can stand to have some bricks in the sand since that part broke over time.
overall looking good though!
The paint over above hits a few points I already mentioned! Keep it up!
Seriously, like Jeffro seem to say, it's really missing colors, the bigger arches are a bit wierd, you'd settle for the small or big ones everywhere.
No broken tiles on the edge (wood neither)? Seems like the scene has been pillaged instead.
That's the things that bug me when I look at it, looking forward to your future updates
I've done more stuff but mostly working on getting the technical stuff working. Cloth, ropes and the charms to become dynamic. It was working but now I broke it and I can't figure out why/how.
ParoXum - The shots more of an overall shot of the arena, Kind of like some of the first 3D mortal kombat games. You see the whole stage then you zoom in closer when the fight initiates. I'll setup some camera kismets for show once I'm finished with the all of the other stuff.
More updates soon.
My scene was corrupted so I was doing a lot of catch up and breaking things trying to get my master materials to work again the right way with some new features.
Hopefully this weekend I'll be able to really sit down and begin polishing everything finally. Times running out and there are some fantastic looking entries =D.
I think the big vertical cable in the middlee of the screen needs to go though, it's almost disecting the image.
If you tear up those flags it would also look really cool, maybe even one fallen on the ground?
Looking forward too seeing this finished. Good stuff. Keep it up!
D1ver, I already worked in the torn cloth and its looking pretty cool. As for the presentation shots I'll worry about those later, we've still got a lot of time even though it seems like we don't. I'm pretty close to calling it finished at this point.
Probably not going to update again until it's completely finished So I'm hoping everyone will like the final results
Sorry they took out the April UDK build from the labs Dan!
As soon as my build finishes I'll post the finally shot and I'll work on presentation later.
By rdmlegend at 2011-05-05
Not sure why the rules only asking for 512^2 for the texture sheet but what ever
I'm happy with how it turned out. There are a lot of great pieces in this comp, I can't wait to see how I fair against them all.
Good luck and congrats to everyone ahead of time.
-Gannon
This one is my LERP material that was used for the walls, floors and pretty much any material that had texture blends of some sorts going on. Other functions included:
Scale U and V coordinates independently for all maps ie DIF, SPEC, NRM.
Include bump offsets
Detail Normals
Rim lights
Hue/Sat adjustments to the Dif Maps on the fly for color pallet tweaking.
The other Master Master materials shared similar functions minus the LERP functions. The others used things like the UpVector setup and other material effects.