Hey Guys.
I'm currently working on a Star Wars landing pad environment with heavy influences from Egyptian architecture and styling.
Things are going well so far, here are a few shots of the WIP:
And here's the piece as it is now. I've gone for a more ancient and mythical sort of style, not abandoned, but rarely used.
However, i've come across a problem.
It's to do with lightmass and the lightmaps of certain objects i think, heres some screenys to show what i mean:
The light map for the roof supports were working fine until i changed the static lights around and rebuilt the lighting then it all went to pot, followed by mostly everything else, with random colour blotches everywhere which i can't explain.
The colour blotches only appeared after i rebuilt the lighting.
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btw, wines grow upwards, they never hang like that. If it's a whole wall of them sure, but not just small pieces like that.
Dont you drink wine not grow it in the UDK :P
Back on topic - Looks Really good
Really reminds me of Stargate.
I'm in the process of rescaling the scene as it was far too big when i put a character mesh in to have a look. (i did want it to be large but turns out i made it too large)
I've solved the lighting problem, unfortunately i didnt know what was causing it and i still don't however, the solution was i just deleted all the lights, saved the level, restarted UDk and built them back in again.
I'll work on the vines thanks SltrOlsson, but with the way they are now i hope you see what style im kind of going for so i'll get some extra research on that done.
I've added a default character to show the scale, aswell as a tank model im working on to repreisent the size of a vehicle on the landing pad.
The environment scale is still quite large but its at a point now that suites it i think.
I'm also in the process of adding decals to better break up the symmetry, however as its a very stylistic piece, i do like the symmetrical appearance of it so far.
That last picture has some great composure and lighting.
Only a few more sections to texture now, although i still need to finish off the underside of the walkway aswell.
As you can see i've also added more of the modular pieces aroudn the sides to beef up the outer area, still yet to add a background of some sorts though.
I've also been messing around with the colour of the statues, at the oment these pcitures show them with a low saturation brown tone, but i've changed it to grey/white and it fits the scene a bit better.
You could have set the static level lighting scale higher or scale down your level, like you did.
Your AO is also really dark. I almost thought you were doing toon shaders until I looked closer. You might want to soften the AO a bit.
Bare with me with all these errors by the way this is my first scene/environment within UDK so i've only just started to get to grips with it over these past few months.
I'm going to guess that its not neccessarily a good idea to alter the UTPostProcess_Console chain as it works with all of the UT maps aswell? better to create your own chain for your own level, but since i havnt got time to figure that out at the mo, i'll alter this one and keep the original values in mind.
http://www.polycount.com/forum/showthread.php?t=77022
The really bad thing about modifying the post process chain rather than the world properties is it becomes the default in any other map you create. Gotta watch out for that.
I've changed the AO contrast to bring down the sharp shadows more, and also bumped up the bloom a bit (want to get a really epic/fantasy feel, this works quite well) only 3 more meshes to fully texture now.
I've also added some flowing water to the bases of the outer waterfalls.
Now, theres a few issues that im not sure how to get past/solve at the moment. I want to make use of vertex painting for the sand area, the floor tiles and the walls, but after creating the material (floor tiles material below) and selecting the floor followed by mesh paint mode, when i paint the verts red, the texture doesnt change. Not quite sure what i'm doing wrong here.
Another issue is with the waterfalls, i'd also like to get some partilce systems in here, mainly water bouncing off the floor at the bottom of the water fall, but so far i can't find anything in the particle system editor that will simulate or fake gravity for the partilces to fly up then arc back downward again.
Maybe play around with the buildings in the background?
The building below for the most part is symmetrical but things break it up.
However i really want to get vertex painting in it which will really help to break up the symmetry of the level, especially by getting some nice mossy greens and dark browns into various areas on the stone walls etc. only problem is the issue i stated above which is giving me a really annoying time with vertex painting and i havn't found a solution to it yet, its bound to be something really simple that i've missed.
But hey yeah its working now anyways.
haiddasalami,yeah i really want to get some kind of movment in the light especially something that will affect the light shafts to make the, for lack of a better word, twinkle. I also have plans to use vertex paint+world position offset to make the leaves flutter, but this is something i'm going to have tork on later.
So, since the deadline for this is tomorrow, here's my final HD renders plus a short fly through of the scene.
I did intend to have some particle effects going on in the scene aswell, but i'm afraid there just wasn't time. I will however probably continue with this, perhaps make a new area etc to link in with this while i explore more of UDK.
[ame]http://www.youtube.com/watch?v=3Jq-5Ook1Yk[/ame]
Lovely work. Good job.
Might just be me, but I feel like its really dark inside.
Also... one of the biggest thing that is holding this back, and probably why there seems to be no focus in the main area is your lighting. Most of your details are hidden away by shadows / AO (maybe try and tighten it a bit, as well as add some colour).
I think overall this is actually a great scene in the making, but you now need to focus the viewer on what you want them to see.
Also, work on that fly through, because at times it started to feel epic, and than you pan the screen downward underneath the run way... there is nothing really interesting down there
Hopefully I don't sound too hard, but I know you can pump out a couple of quick changes that'll really make this scene pop :thumbup:
The lighting yeah i think i need to improve on that a bit more, i agree it does look too dark in areas, more dark than i intended.
As for the camera path through the cinematic, only reason i had it flying down underneath the walkway was to include the whole area for my univeristy module, if this were more of a personal project, i wouldn't of done that
By the way, at the moment my instanced geometry tri-count is quite high for the whole scene, whats the average instanced tri-count of a normal playable level? mine is currently sitting at around 350k, and the scene is quite small.