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Red Dead Redemption GP

polycounter lvl 14
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pixeldamage polycounter lvl 14
As a huge fan of RDR I decided to make Nathanial Johnstone's General Practitioners. I'm really enjoying trying to recreate it as faithfully as possible and may go on to make some more buildings from Armadillo as well as surrounding areas like Hanging Rock. Although it's not a particularly exciting building, it's the first place John Marston gets taken for treatment after he gets shot at the start of the game and it felt like a good place to start.

This is still a work in progress as I have yet to do any interior, props and the terrain is extremely basic (in need of much more vegetation). The mountains in the distance are just placeholders at the moment and I think they're really detracting from the scene.

This has been my first attempt at using UDK's terrain tools as well as matinee for the video.
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Things I'd really like to improve or add:

- The plants are a very quick job, just trying to see what works in terms of value, hue and saturation. I will paint vertex paints under areas of dense vegetation to marry the two together. The plants are sparse and random at the moment.

- I'd like to add some larger pink rocky textures to the road paths, with small tufts of grass

- Adding a barrel and lantern to the hook on the porch

- The skydome is pretty boring, I'd like to paint some impressive cloud formations.

- Shaders are basic diffuse materials with occasional saturation / brightness tweaks. I have yet to create spec / normals yet although I'm not sure they'll give me much return with the lighting. Perhaps normals might help the wood grain and spec+normals might be good for some of the ground stone textures. The most complex shader was the sharpening post processing FX.


Here is a video I've just uploaded to vimeo. It's washed out after exporting from After Effects using H264. I believe this may be an Adobe gamma bug which I need to look into. I will re-upload once I get a better quality version encoded.

http://vimeo.com/25321409

Replies

  • SouthpawSid
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    SouthpawSid polycounter lvl 7
    freaking ay. awesome. I want a whole environment of this. Interior shots with some of the building and all. That would make an awesome port piece!
  • MainManiac
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    MainManiac polycounter lvl 11
    That building looks top notch dude, make a saloon and recreate armadillo :D
  • gsokol
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    gsokol polycounter lvl 14
    Seems like it would fit in to the game to me.

    I really liked the terrain in Red Dead. Looking foward to seeing what you do with that.
  • Christian Hjerpe
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    Christian Hjerpe polycounter lvl 11
    Looks really cool! Im also interested in how you will go about the terrain and foliage.
    Keep up the good work!
  • pixeldamage
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    pixeldamage polycounter lvl 14
    SouthpawSid - thanks its really nice to have some encouragement! yeah i'd like to do a whole environment but i'm taking it one step at a time :) I may make the insides next, or perhaps i'll focus on the terrain...hmm I hope to add this to my portfolio eventually...

    frell - thank you! The saloon sure would be cool. I also really like the Undertakers next door.

    Pzychaoz - well you two are kinda convincing me I should focus on the terrain rather than the insides next, though my missus thinks I should do the interior. I'm thinking of placing manual foliage cards and meshes for cacti and tumbleweeds (i.e just like R* did it). I looked at the foliage tools in UDK but some are now redundant and I think i'd rather have more control. If anyone knows any decent resources or info about it please share ;)

    gsokol - yeah the terrain rocks hard in RDR. Its taking me ages just to find good source textures for the sand. Jeez, much harder than it looks.
  • Bon
    Maybe you could break up the side walls a little with some crates, a water barrel/guttering? leaning planks of wood, a metal chimney? You could also leave the door ajar and/or a window open? I must say this looks great!
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