Someone told me I need something more than just weapons in my portfolio. Well I'm going to remedy that
A while back I was working on a level in UT2004 called dm_metro. Unfortunately I never got to finish it but I did enjoy making a subway environment a lot. This is a big bad on my part but I just downloaded the latest UDK today. Are there any huge differences when it comes to building levels or environments? I heard someone say that they got rid of subtractive brushes so does that mean they need to be constructed with additive brushes like in Hammer now?
Anyway, here's some screen shots of the old level. I want to focus on the main platform area for the environment and add a bunch of different props.
I made the wall and floor textures myself as well as the exit signs but I plan on doing everything from scratch this time around. I made this high poly model of a bench in an hour or so:
Here's the main reference:
http://farm5.static.flickr.com/4020/5160473770_de20f82fc4.jpg
Now should I add details in z-brush like nicks and edge damage and such? Or should I just do that in photoshop? I don't have much experience in z-brush at all so if I were to use it for the bench what would be the best way of importing it? As in iterations of smoothing and such.
Replies
like hammer but still a bit better you have to start off with addtive brushes but to make holes for windows and doors you can use a subtractive brush, instead of having to clip the brushes to make a hole.
Well I got the bench working in UDK after some trial and error. Still not sure if the specular looks like I want it to. The bench has that glossy coating on the wood and it's not conveying that right now. I'm still pretty new to the material editor for UDK3 too.
I'm also having a big problem. It keeps saying my package and everything in it is an external reference and won't build properly when I playtest it. How do I fix this?
As for your bench, I couldn't imagine a subway having wooden benches, I'd expect metallic or plastic benches, the wood would just look out of place.
Best of luck to you,
Thanks for reading,
Bombshell
Also no answer as to the external reference issue?
First of all, make sure u save the package under UDK/udk game/content folder (for the peace of mind
Secondly, once u import very first asset which creates a new package it will appear in the bottom of your Content Browser package list, under "new packages" folder. It is some sort of temporary placement where all newly created packages go, even if u have specified its name/location etc when importing your first mesh.
What u need to do is right-click on it and select Save. Then, it will ask u where u want to save your package. Only after that u will see it in its destination folder.
As for the level building in general, I would recommend that you model modules of all your architecture (floors, walls, ceiling etc) and build with them.
As for the z-brush - it does not really matter what u use, important is how it looks In case of a metro station z-brush is not that essential to achieve good results since its not an alien organic base... Here just good "classical" low-poly modeling and good textures will do the job just fine.
In any case, what is more important is overall look, texture balance, lighting and composition. And in your case I would first concentrate on that, not on zbrush-ing props and such It is a good environment for a beginner to practice foundation techniques, so u r on a right track, just don't get distracted by "how do i make my broken pillar" right from the start Keep it up
saw ur question on the new udk not having subtractive mode....it does=)
im right there with Matroskin's post as well. module building is the key!
be sure to figure out a focal point and story for your scene , if you end up going scene wise not playable level.
WOrk hard and dont stop!:thumbup: