Hey Guys! Took the weekend to sit on my entry -- I am going to do Makoto's Level from Street Fighter 3rd Strike. I'm going to re-envision it as a lush zen garden instead of a poor dried out battleground. Here's the level and some rough reference. I'm aiming to present the level in the latest UDK release. Still haven't decided the lighting setup ... will probably figure it out as I block the shapes in.
Replies
quick update -- figured I'd show the past couple night's worth of work. Clocks in around 21K at the moment, so there are plenty of tris to play with. Wanted to get that heavy roof out of the way first.
@jordanW -- you got it! I have some sweet reference that shows just that. Going to try and capture it as much as possible in the final image.
I think you could use a prettier more colorful and detailed sky, since current one is pretty bland. This could help the scene quite a bit.
Any ideas on the second angle?
@ S2Engine -- Thanks dude! I was thinking either fully embracing the color scheme and going redish purple or completely contrasting it with some sort of vibrant blue.
And now for Wednesday updatez ... desn't look like much but I had a snapping issue with the back wall so I had to rip it out and reconstruct it. I also got most of the roof in there, including the support trusses and unique geo on the back center area. Added a post process volume to tweak DoF + bloom.
Other than that looks great, love the colors. Can't wait to see some of those obligatory lantern things in here
For now I think you need to focus on bringing in all the planned assets. It doesn't seem like you're having a ton here, but when every thing's in place, toying around with light and atmosphere will be safer with less chance that you'll have to tweak things down the road.
And you absolutely positively have got to have the falling leaves particles, and maybe a bunch of them on the ground.:) keeeeep it up, dude!
re-worked the stones in the garden, added boulders, grass, vertex animation on the foliage and various other goodies.
@crazyfingers -- It is actually supposed to be gravel, so I am happy about that. I re-worked it anyway ... the stones are much smaller now. I want to find a unique solution to the lanterns but the stereotypical elongated sphere ones look just to fun to make.
@d1ver -- thanks! started to pile assets in there. going to have falling leaves for sure!
one last update, prelim lanterns guuu!
movie 2
few small updates. thought I would show movies this time. sorry for the shit compression ... 2.5 megs each for quick download. falling leaves, more roof parts ... light tweaks, few unimplemented geo pieces.
@onelung -- thanks bud!
@JordanW -- gonna work on the values. the tree especially bothered me...thanks!
@itsmadman -- ( ^_^)b
@sltrOlsson -- thinking about it. cheese, but effective
Might I suggest a gust of wind (wind force actor) that will push the tree leaves at a half way point (do the cliche anime tree blowing thing )
Im loving this so far lighting is solid and the tree ice nice
also to just pin on what Jordan said, I agree that the zen rocks look almost pure black, perhaps get a ton of light gray as a overlay in your material
Maybe a small pond?
missed this weekend's update due to shenanigans ... but here is some progress. Thanks for the comments guys -- will work on all of the points for sure. Spent most of my time gutting the inside of the right wall and constructing a dojo.
That tree is amazing though, i got one in my scene and just trying to flesh it out and make it have some character whilst still being realistic. Which i think yours does very effectivly!
Good job !
been a while -- here's some updates. lots of little things. tried to break up repetition.
Ahh! nice rope too! Nice homage to the original stage.
some detail shots / fun angles
...and some vids
video 1
video 2
My basic strategy was to make a single card with a leaf on it. I experimented with the geometry a bit -- at first it was way too heavy. In the end Each leaf was 2 tris and each stem was one tri. The main branch that connects the leaves was 6 tris. I then clustered the leaves into bundles of 8-10. Each cluster was around 40-50 tris. I made a basic branch (very low poly) and arranged the clusters around the branch. From there all I had to do was duplicate the clusters and branches around the tree. When the leaves did not look right I could manually tweak them out.
In practice the tree probably would have been way too heavy but since it was the focal point of the stage I figured it was worth it. The extra geometry helped to give it a volumetric feel. Just remember to start off small, at the leaf level. Cluster the leaves, then cluster the clusters ... just keep grouping
As far as the shader goes --> I took a peek at epic's foliage shader and made my own vertex offset instructions (much more simple than theirs). All I needed the leaves to do was move slightly based off a wind node. I also wrote some vertex color into the leaves so I could tint the diffuse on the fly. Other than that its pretty standard -- diffuse, normal and spec.
Hope this helps!