Hello polycounters,
I am posting a thread representing my group for a project we're working on in college. The idea is to make a real-time level using UDK believable as possible in terms of the "realism" and to make it fit within an existing IP. (In a way, think fan art, but in the terms of like -- this would be the DLC if we were making it for the company)
There are 3 of us on the team, each handling a different section of the map's layout.
The concept is a facility where the old dropship shuttles from ME2 come to get a weapon. The ships dock in the loading bay, then they'll get the weapon attachment. There is an armory inside of the facility which tests out the prototype laser attachment the ship gets (the yellow/blue room). Also, an office space for "management". The entire space will be fully navigable.
We're looking for feedback on the overall read so far. Keep in mind its a work in progress, so some things are textured, some are still just grayboxed in. We do plan on adding some particles and moving bits to communicate the functionality and to give the scene some life.
Lighting is very roughed in at the moment, but we are trying to capture the dramatic lighting that Mass Effect 2 communicated. Also, we plan on adding a smart cubemap to every reflective surface to mimic the style as well (I know that wont fix everything, but some of the textures are reading as stone right now and were working on fixing that)
Thanks a ton in advance for any crits you may have! We will read everything and consider every aspect!
-Limewax
THIS OP CONTAINS the first pass progress photos...
Final renders start here: http://www.polycount.com/forum/showpost.php?p=1457458&postcount=18Finished video: [ame="
http://www.youtube.com/watch?v=7P4CCkRQJTY"][HD] UDK Environment - Mass Effect inspired realistic environment - Ringling College of Art & Design - YouTube[/ame]
Thanks for watching!
Replies
I'm one of Limewax's teammates on this project to produce a Mass Effect inspired environment. Currently I am in charge of building the armory portion of our map where they are testing the weapons that will be attached to the ships.
Currently the most complete asset I have is the wall kit. Just a basic normal/diffuse and flat spec on it for now. Any critique will be appreciated, thanks!
Will be following this, cant wait for textures to come
- Finished the modular strut pieces using the strategy inspired by Snefer
- Blocked in some more lighting
- Minor setdress tweaks
Coming up soon, more interesting ground work... gonna be getting some floor panels, as well as texture the crane, crate and tank by the next update.... but theres a TON left to do. Gonna have some fun with postprocess (SSAO and Bokeh) as well
As far as the lighting goes, going to do a paintover tomorrow so look for that in the next update as well.
Thoughts before I take this any further?
otherwise, nice work.
Don't forget that ME uses quite a bit of post processing effects as well to achieve their style. A lot of color grading and playing with the high mid and dark tones. Obviously, don't bother with that right away, but keep that in mind as well when you get closer to assembling everything with lighting and textures
BlvdNights: I'd agree on the darkness bit. Being this is a paint over, I feel like naturally the top will light up more in the end result and I'll make adjustments based off that. Part of the reason for keeping the lights low in to the ground of the scene was to make the roof feel like its higher up than it actually is (not only that, but I am strapped for time and trying to take attention away from the ceiling as I may not be able to populate it as well as I'd like)
Thanks guys Definitely appreciated! Updates soon!
Progress update again. Still havent textured the crane, but now I am starting to block in the paint over lighting. Also did a ton more set dressing (the space is going to be fully navigable and not JUST to look good for this one shot).
I had some problems earlier as a teammate of mine accidentally saved over my level without my package loaded (and thus deleting all of my set dress as well as my cameras). I was able to recover about 70% of it through an iteration save, but none-the-less, I am a bit behind with the due date coming in quick!
The types of feedback we're looking for are things that will help sell the idea that this "belongs in the mass effect world", things that will make this look more "realistic" and things that can emphasize a playable space (bearing in mind that this would be a 'neutral area' in Mass Effect and not a combat zone). Certain objects, like the arm/crane things in the large room still need more texture/material refining.
Thanks so far guys Been a fun process, after this pass we're gonna hold off until the final submissions. Enjoy
I think the fog is a little too heavy in the large open areas.
I reaaallly like the mood of the smaller interior shots with the reflective floor.I kinda like the overall dark-ish tone to the lighting, but I wish it were a little more pronounced. More contrast-y maybe. Maybe this awesome scene can give ya a little inspiration
http://www.polycount.com/forum/showthread.php?t=73253
That's all I got. Looking forward to more!
Yeah, I am responsible for the outside area myself, and I completely agree with the fog. Its most likely going to be cut back about 80% of what it's currently at in terms of its opacity. I think once I get the DOF and other post process settings up that it will emphasize that "sexy depth"... plus with some other small effects I was going to be adding to give it some more life (basically dusty circulating fog in some areas to make it more atmospheric)
Lighting can definitely use another pass, right now were in that polish phase of making all the things look as best as we can... I see what you mean about the constrasty differences though.
Thanks
We finally finished up and I am proud to say I learned a lot during the process of this scene. My teammates may eventually post their individual areas and responsibilities up here, but for now this will be the last of my updates aside from our EPIC VIDEO FLY-THROUGH HOMGGMGMG.... thats coming within the next week (visual narrative vid), as well as my environmental reveal video.
Thanks for the crits I've got along the way, I am still open to more advice or feedback for future endeavors
[ame="http://www.youtube.com/watch?v=7P4CCkRQJTY"][HD] UDK Environment - Mass Effect inspired realistic environment - Ringling College of Art & Design - YouTube[/ame]
I think that is just a little to shiny and clean. You could maby use vertex painting to make things look a little dirtyer and mix together seperate similar textures for variation. If you use the world offset position you can also warp the mesh a little to stop the modularity of you scenes.
Also the hologram shader on the monitor was great.
Nice work guys.
That last lighting pass really made a difference and I can't wait to see your next work.