Hey polycounters,
I wanted to show you the graduation project I created. It was the first time creating an environment in UDK, so the shaders etc are very simple and straightforward. The foliage and the particles in the scene are from UDK since I was only focussing on modular assets.
The goal of this project was to set up different workflows using zbrush in different stages of the production process. If people are interested I can make a few workflow breakdowns to show my processes.
Anyway here are a few screenshots and a link to a flythrough video.
http://www.vimeo.com/27977880
Replies
http://orbart.free.fr/index.php?Gallery=105
Orb, shows a really nice process on how he went about sculpting
I will work on some workflow breakdowns soon.
@Poffington: I think UDK is quite intuitive, it wasn't that difficult to put a scene together when I got the assets complete. And yes, Orb is a real inspiration!
Ancient temples are so much more interesting then rusty metal corridors.
Liking the feel of this.
I would like to see a close up of your foliage!
Also you said you reused a lot of assets. How many pieces in total were used for the structure?
Not sold on the color palette or that water shader. Otherwise though it's great. Nice forms and design. Care to share asset breakdowns?
The images are really blurry
I think you are using a rather low texture size really, or not reusing it enough to gain any from a small size.
That and the image compression might not be helping it.
For the colors used, it is nice to have them mixed into other objects so there is sort of a harmony going, but it is leaning towards too much colors in common.
Nothing stands out because of that
It seems a bit low on contrast, specialy the last two images if it is mid day.
Try some light variation and get some darker brighter areas going?
I agree with Rens comments though, it lacks some color and lighting variation to make it more readable. Right now it´s really hard to focus on anything because it all sort of has the same values.
I´d add some strong colors to some areas...
As I mentioned in waywo, lighting scenes and creating/modifying shaders are relatively new for me. Really have to practice more with that.
@Rens & Ixenonl: I see what you mean and agree with it. For about 80% of the scene only two materials were used and I had some noobish difficulties adding more color variety and contrast.
The compression is indeed blurring my images a bit, I mainly used 1024 textures in my scene. 512 for the smaller parts and one 2048 texture for the arena part in the centre
@synergy11: the foliage is mainly from udk I used about 3 basic piece the create 80% of the structures. On top of that I had some less modular pieces to fill things up like the pots/statues etc.
@Razgriz: Thanks, I will look into the scene lighting and colors if I got some time
@P442: That will be big babies...
@jeffro & Outbreak107: Thanks! I'm not a pro with shaders, I used the default udk water shader and did some modifications. Personally I like the effect of clear water within a natural or temple environment so that was what I wanted to achieve, I agree though that it could be more integrated with the environment in terms of color/murkiness.
@Checko: There are default lightrays in the scene from udk :P I played with depth of field but I wasn't able to enhance the scene with it.
It is currently quite busy so I didn't really find a moment yet to create some breakdowns. However if I find some time I will work on 'm
Really enjoying the statues.