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One of my university modules this year is basically the brawl challenge brief and i've chosen to recreate the Onett stage from SSBM+SSBB.
I'll be changing it into a raining late evening/night time stage, keeping the assets roughly the same but bringing some up to the right scale.
This will be my first environment so all crits and pointers are very much appreciated so this can end up being a solid portfolio piece. Especially advice when it comes to texturing processes for environments.
Where i am at currently is a scale Max blockout with a couple of high poly models done. Tried my hand at sculpting a few slabs for the pavement which i am working on baking now. The cracks could use some work i think. Added street lamps so the evening lighting will be more interesting.
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Just checked out your cathedral tiles cdevens they are ace, it looks like the specular really makes the difference?
Also, since you have already put this much effort in, you should make a tileable texture out of this so that you can just apply to a plane or BSP with a repeat value. You have done all of the work already and it will give you a versatile texture that you can use with almost no mesh cost. It should only take about a minute to do in zbrush.
handing it in on friday for milestone marking then we have 6 weeks to improve so any crits are much appareciated.
Things to finish off;
roof texture, balcony textures, paths to houses, street lamp lights+beams, bins
Nails for wood,
less gashes like somebody took a sword and some scaffolding to it,
if you could make light beams refracting off the rain like a haze that would be good
Currently on the list:
Shop interior
More foliage/small assets
A car
Paths to houses
Light beams/effects
Better colour variation
Working on shop interior, background cliffs etc
CRITS PLEASE, literally anything, shout it out! :poly136:
I really want this to be as good as possible, 3 weeks to spend on it.
some of my windows disappeared, i'll put them back in at some point......
I'm just struggling to pin point what lets this scene down from having the same 'wow' factor as, for example, the top brawl stages.
Anyways some more stuff
Some critiques:
Maybe you could try changing the 'Colour Grading' found under the 'Post Process' tab in 'World Properties' to be a little bit blue (settings of "0.9,0.9,1.0[RGB]" perhaps?). This should put across the night-time look a bit better.
Perhaps you could make the fog a bit more low-lying so we can see the sky a bit nicer too?
I also think that the scene would really benefit from some nice volumetric lights on the streetlights. The UDN has a good tutorial on this.
As well as this, you could create a small localised particle effect with the current rain material on, but really cranking up the brightness/opacity on the drops to make it look like they are lit by an intense light. Then you could put this effect under each lamp.
I got the idea from Uncharted 3 as I was nosing around on one of the levels, looking at the pretty and not paying attention to the people shooting at me...
Edit: You might also try to tone down the 'DominantDirectionalLight' ever so slightly to make the whole scene a bit darker and rely a bit more on the man-made lights in the scene.
I couldn't find colour grading as such but used scene colourize which seemed to do the job. (august '11 build if that matters)
There is no sky at the moment It's on the list! As are volumetric lights but thanks for the link.
The rain idea is a really nice one, i'll see about that. Perhaps it would work as a duplicate of the light beam mesh with the rain mat on but bumped up in brightness, will have a go.
Made some progress this week, quite a few little things. Vertex painting on the main building which is only rough for now but gives some much needed variation, swapped the billboard out for a less cartoony one although it's blurring a bit for some reason, changed the pavement slabs a little, working on paths for the houses and some extra assets like flower beds etc.
Are you planning on having the tree arching over the roof of the left-hand house, like in the game?
Had a crack at sorting the lighting out a bit, i'm liking it a lot more now but still not quite right. Having trouble getting the balance right between too much ambient light making it not seem like dusk/night and too little to see the detail.
Made a mesh with an orangey rain material on for under the street lamps which works ok, it does look better in motion though.
Something I can't work out is how to get the kind of bloom effect from the street lamps/traffic lights like in this image http://letsgorideabike.com/blog/wp-content/uploads/2010/11/R1-01577-022A.jpg Would it be done with a mesh or post effects or a mixture of both? Any tips?
Sky is currently a UDK skybox.
As usual crits appreciated.
@Sir, yes absolutely. The current trees are something i just bashed up quickly, looking to make new ones and fit the original a bit more. The sign i'm still torn, may change it back.
@Jack, i lightened up the board gaps a bit but it's not very apparent due to the change in lighting.
You could try upping the 'Bloom Scale' in 'WorldPoperties' to get that fuzz from the lights that you are looking for.
You may need to tighten the Threshold too, so that you don't get a super blurry effect.
Working on some stuff for the foreground, like a hydrant