Hey guys, I didn't post here while I was working on this. For my final project I tackled a game level and was inspired to make it in UDK. I based this off Age Of Conan and soon to be released Skyrim. This was designed as a possible addition to one of these games.
Realtime Viewport
Realtime screen grab:
http://youtu.be/ZXIkR9GtjU4?hd=1
Quite a few people I showed it to asked me questions about my grass and how I made it. So here is a breakdown on geometry and materials in UDK.
As you can see, these are just planes with alpha on them. The grass is also animated through Unreal material editor:
I will continue working on this piece as I wish to develop more assets and particularly trees. I will post my texture maps (all current maps are 512x512) later on as well. I will really appreciate if you leave suggestions on improvement
Particularly if you know a good tree foliage tutorial to share :P
Replies
I would also try to get more atmospheric depth into your scene, right now everything is sitting on the same plane in your composition
the biggest problem (IMO) is the composition
you have your focal point way too far in the back, using the rule of thirds will help sell your scene alot more
@LMP - I know what you mean, I'll try to correct this issue by giving skydome texture a correct perspective (right now its just generic clouds with a rotator node) and better lighting.
@Mistry10 - That's an interesting idea. Yeah I'll try moving my stonehenge closer and I guess it will look more like a village center hehe
That looks way to complex for me to be able to look at and just make, is there a guide on how and why it is the way you have set it up to be.
also do you have a higher resolution screenshot of that material Im just so baffled by looking at it.
And as you can see I only require opacity map for the Roof and Fur piece, while the rest of this map is a waste of space:
Is there a way I can utilize 2nd Unwrap channel and make 2 different unwraps(1 for diffuse and 1 for Opacity), to increase efficiency? Note that I've already unwrapped 2 channels, and tried applying textures to 2 different channels, however the polygons themselves still remain ID1, and only read 1st channel
If you want to follow the rule of thirds slide it over but keep it back. It's more mysterious. : )