Hey all, it´s been a while since I posted something here, and this is what I´ve been working on the past week which I would love some feedback on.
This is my first real attempt at making an outdoor environment, and a shout out to
Jessica Dinh, I learned alot by observing your current work on hand-painted texturing
. The concept for this image is from
Artyom Vlasklin:
http://cghub.com/files/Image/090001-091000/90653/169_large.jpg
As of now I have only diffuse texture on everything, but my next step is to make specular for everything as well.
I also believe I need more foliage, as the current grass gets quite repetetive.
I am still kind of new to UDK and have started to master the basics, but I really want to learn more with this environment, so any tip or suggestion along with comments and critique is welcome.
Here´s the textures, these first are alla 100% size show, 4 x 512
And the rest are shown at 50% size:
Also I should note that the skull lightpole is also from a concept made by
Artyom Vlaskin.
Replies
You got sunlight with stars? It looks a little bit awkward to me.
Great work on the handpainted stuff, lovely work! Looking forward to more progress!
having it lit by torches, fires and moonlight would make the textures more justice imho
looking forward to this
I will be doing a couple of smaller huts for sure, thanks for the advice chrisradsby!
Since I´m a bit noob at UDK I was wondering, is it possible to take a texture, create a new material and adjust just the Hue of the texture?
Then one could manipulate the color and dont have to upload another similar texture.
Here´s what I´ve done so far today, replaced the lightning and added a cannon and a barrel.
Color balance need work, especially the grass\terrain.
My crit: I think the flag lacks some depth compared to all of the other textures, try adding some curves on that thang! It's looking too stiff atm.
Suggestions?
Remember to keep your texture at the same texel density. For example your tree, it is half the texel density of what most of your other textures are.
A roll of thumb is that you should never use 100% black in you textures.
Other then that i think you have used you texture kinda lavish. Details and stuff like that should obviously have it's own space if it's needed. But in you texture you pretty much have four materials that could have been made as bigger tiles and reused.
Regarding hue shift in UDK i don't know if it's possible, what you can and should do is use vertex colors on you objects in maya, export them as fbx(?) and multiply it in the material. That means that you could reduce you texture to like two wood textures.
Don't be shy with the foliage count! Maybe make a little bigger difference in size on them to?
I really like the environment all and all!
Sorry for the late update, I´ve been kind of busy lately.
sltrOlsson; Yeah, that texel density is something I need to practice on, I really have no big grasp of that at the moment
I scrapped the Hue-thing, I think I´m going to call this scene preliminary finnished and polish this to get it into my portfolio. Thansk for the tip about rescaling foliage!
Here is the latest shots, I added another ground texture to spice things up!
Also played with the Emissive on the lamp texture, so here is a shot of them in the night. I think I´m going to do another scene with them in the future.
I think you could use some point lights to illuminate the path those lamps are affecting though.
I really like the scene and you've really kept the style together. I do think that it would benefit tremendosly with a simple backdrop mountain! That would really finish it of in this stage.
And gratz once more for the internship!
Suggestions on painting cliffs are much appreciated!
I made the alpha for the grass sharper and added some pebbles.
Here is the scene in my portfolio. I will add some wires to it aswell, which I kind of forgot :P
http://oscarottosson.se/Pirate1.html
How long did it take you to complete the scene from scratch?
Reminds me of Donkey Kong.....
Really like the vibrant atmosphere......