Hello rascals. Recently started working on a scene based on this shot of a Japanese Maple alongside a river.
I'm planning to do a paintover of that image later to solidify some of what I have pictured for it. I'm not sure if I want to keep the bridge or not. Right now I'm thinking I'll ditch it and make the river a bit more rocky and faster flowing with some water splash particles coming off of the rocks.
This will be both my first project where I'll be creating all of the assets myself and my first time using UDK, so it should be a good learning experience.
Here's a WIP of the Japanese Maple that uses some of the tree techniques I've picked up at Futurepoly.
Sorry for the shitty renders from Max. I tried both Xoliul's Shader and 3PS Lite but with Xoliul's the alpha was all fucked up and I couldn't fix it and with 3PS Lite I could tweak the alpha but I couldn't get it to be two sided. I should be exporting it into UDK soon though.
Please post your comments and crits!
Replies
There is a paint option in the UDK engine which you can use to individually paint over all your models with, for example, moss. Really adds to your scene and it's fairly easy if you know how to make materials with the nodes in the material editor.
Yeah, not much to show yet but I figured I'd start my thread early as I always procrastinate on this stuff and start them too late usually.
Thanks for mentioning the painting option. I forgot about that. Might be useful for the moss as right now I'm just floating a transparent patch over the areas I want it.
I need to compile a list of all the new techniques I'll be able to use in UDK. Should be a lot of stuff to learn since I'm coming from using Source for 6 years.
Haha, yeah, get ready. There is a washing list of stuff.
Like habboi said, you will spend as much time, if not far more, learning the engine than building the scene, but it's so worth it!
Thanks. I'll try and remember this once I start placing the foliage in UDK. Should be very helpful.
You might be surprised how much work that simple scene can be. The terrain, are you going to use the new UDK terrain or make your own terrain mesh in Max? If you do, you'll need to make a painting shader for painting grass/mud etc otherwise you could just make a tilable texture. Personally I think the new UDK terrain might be good for you. The tools are powerful.
In my last scene I was all like "I'm gonna make my own water particles!" but the other stuff took so long I decided to use UDK's and tweak them so they looked different.
Flowing water is pretty easy. UDK has a great panner node for scrolling textures. You should really look at all the content that Epic supplies you with and basically break it down cause that's how I learnt all I know so far.
Good luck etc. Oh and as for lighting, you should check out World Properties and tweak stuff like diffuse boost and the ones above that. I usually go for a little over the defaults so 1.2 instead of 1.0.
Finally, you probably know this but be sure to raise the lightmapres for your custom models. Don't go nuts though cause that was my mistake. Too high numbers are not needed. You barely notice 512 over 256 on some models.
set up nice looking work lights: http://www.polycount.com/forum/showpost.php?p=1180420&postcount=35
Set up a level to not look like ass: http://www.chrisholden.net/tutor/ot_docs_02_setup02.htm
@Fearian, Thanks for the links. I've been collecting them the past few days to read over the weekend. Chris' quick level setup should help a lot when I start blocking in stuff in UDK.
http://www.icecreamyou.com/ut3
I'm getting some lighting errors on the tree, mainly on the larger alpha branches. Does anyone know how I can fix that without having the canopy texture use a non-directional lighting setup?
Tomorrow or Sunday I'm planning on learning how to set up meshpaint on a model so I can paint moss onto the tree trunk instead of using those crappy floating alphas.
Thank you so much for giving me the tip about Normalthief. I just did a quick search and found the thread you were talking about. Going to experiment around with it tomorrow. Should improve my foliage immensely.
Yeah I haven't quite figured out all of the final saturations/colors for everything yet. Not going to be able to do that until I have this stuff in a scene together and can see how well the colors mix together with lighting and such. I'm definitely going to have the leaves on this main Japanese Maple red in some way though.
Also I fixed the bad lighting on the large alpha branches using SlideNormalThief.
They aren't nearly as irregular as the reference image though as you said. I'll add in a few loops along the longer branches and deform them a bit more. I was trying to be fairly optimized with it but since it's the main tree in the scene it should have a bit more detail.
Might as well post the latest render of the tree while I'm in here. Been messing around with the lighting in UDK a bit and I edited the canopy along with its vertex normals a bit more.
Tomorrow I'm going to paint some variation in the canopy's normal so the leaves look a bit more like they're facing different directions, mess around with the size of the leaves to see if it looks better with them a bit smaller and hopefully get around to learning how to set up mesh painting. I got a bit distracted messing around with NormalThief today.
They already are formed into sort of a cup shape. The way I started off all of the clusters of leaves was by taking a cube, tesselating it into a sphere, deleting all but the top 6-8 quads and then scaling those up after splitting them and deforming them. There are only about 8-10 clusters of leaves on the tree right now.
I've also started to learn ZBrush. Today I messed around with rock formations a bit. I'll be using these rock formations in the scene along the edges of those raised up sections of terrain.
Right now they're looking a bit lumpy and smooth. Tomorrow I'm going to sculpt on them a bit more and get them into UDK to see how they look along the cliffs. I'm also planning to set up a moss mesh paint on them and place some smaller foliage along any semi-flat sections that poke out.
I also replicated this vertex shader so my foliage will sway based off of a WindDirectionalSource actor. You may be thinking "But that won't show up in screenshots!" Currently I'm planning to do a video flythrough of the scene when it's done.
The scene itself is a bit early to crit though, but your tree is looking pretty solid. The way it's on top of the hill, is it going to be the main focus?
I think this piece has potential, gogogo!!
I didn't think the rocks were THAT bad, ha. I'm definitely going to sculpt in some harder edges though and try to stay away from relying on alpha projections too much.
That red Japanese Maple will be the center of attention. For the rest of the trees in the forest I'm planning to do Green/Yellow maples like it's been Fall for a few weeks.
after all that, then i use a nice subtle rock alpha with drag rect and give it some nice surface texture. this can also be done with some noise, but i find the noise is harder to control than alphas. a good approach might be to start out with noise on a separate layer, turn the opacity for the layer down to a good level and then finalize with alphas.
keep it up, ill be watching this
Thanks for the tips! I'm going to try out Polish and Mallet Fast brushes now. So far I've been using Clay, a bit of Clay Buildup and Standard with Drag Rectangle and a rock cliff alpha. The clay brush has been giving me some better forms for the most part but it's still a bit lumpy. Hopefully I'll be able to get better results with Mallet and Polish.
If you want some more info on sculpting rocks..theres a good thread here.
Looking foward to seeing some in engine shots!
EDIT: Oops, missed the whole second page of this thread. Abort, abort!
It's okay, I got a free bump out of it!
Here's an update on the rocks.
I've been trying for hours to get this into UDK but a problem with Decimation Master has been stopping me from even getting this into Max. Here's a thread with more info on the problem. Would be great if someone knows anything about it.
I started placing them around the scene too. I need to make a few smaller longer ones to place on the shorter cliff edges.
Shitty exmaple, but it's close: http://screencast.com/t/DpoSqzUSfZ
Here's some good ones: http://dl.dropbox.com/u/24037398/rockFaceAlphas.zip
@Stealth, Halo Reach? Not sure how it reminds you of that ha.
@Stradigos, I had tested out stretching some rock alphas over the rocks a bit but I didn't really like the results. It was a bit too bumpy and noisy and I'll get all of those smaller details through a crazybump normal anyway. It could have been because of the awful rock alpha I made though, so I'll test out those ones you linked sometime. Thanks.
Also, read this: http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html
Boulders! I was able to get the normals for them baked onto the same sheets used for the two smaller rock formations.
This weekend I'm planning to start on the other trees for the scene and get started on the other ground textures. Perhaps I'll also get around to texturing the rocks and researching some more advanced mesh paint setups.
Cheers...
Next on my list is to research some advanced mesh paint setups so I can get the moss to not look awful on the rocks and to start some of the small/medium plants.
If done right the colours will really bring out the scene and make it eye catching for your portfolio. Keep going buddy.
I'm aiming to finish the scene in about two weeks. Next on my list is to finish the yellow trees, do some advanced mesh paint with a new moss texture on the rocks and start some of the smaller foliage.
@Xoliul, the trees are definitely lit. It just doesn't show as much from the bottom as the light gets blocked by the higher up branches. I would definitely like to have a bit more light show up on the bottom branches but there's not really a way I can do that with the lighting angle alone. This is the best angle to give more light to those bottom branches. Do you have any suggestions on how to get them lighting better? Maybe I could try out having a the canopy on the tree be a bit less thick.
Are those rocks under the lone red tree one big mesh, several stacked?
Now it's time to put some vegetation on the ground! 8)
Also I've started using TrimDynamic more when ZBrushing by I still love hPolish too!
Also thanks to Virtuosic for his kismet/matinee tutorial. Perhaps my next update will be a video flythrough. I'll at the very least do one when it's finished.