Heres a Watermill environment I have been working on. Modelled in maya and then put together and lit in UDK. Its based on a concept by Guy Dyas, and was used as a set in Brothers Grimm film.
First time doing grass and bushes. Took a while to get right, and I'm still not that happy with the results, I feel they look a little plasticy.
The background trees, and the barrels, are UDKs, and I would like to add my own. I plan on adding a nice zbrush, gnarled copsed tree (see the moodboard). The water and smoke effects are from UDK, but tweaked by me. Everything else is mine.
Reference:
moodboard:
Replies
Only crit's the lighting's a bit dark. It feels like there's only 1 Directional lighting the whole scene. Try putting some ambient low intensity lighting in the darker areas to bring in some more color. Try matching the lighting scenario in your reference and it'll really show off your modeling and texturing skills.
Its really only supposed to be seen from the top images camera angle. But as the rest was modelled I thought I would show those views too.
Does it seem to dark to everyone? I have'nt seen it on other monitors yet, it could be my home monitor is too bright. I could lighten it up a bit.
I made the wood trusses stick out a bit further. I noticed the ones in the reference are just thin bits of wood tacked on the outside of the building. It is just a movie set after all. I wanted my to look more substantial and structural. Perhaps I went a bit too far?
You could perhaps push the contrast a bit it seems a bit ....grim
(is that worthy of a 'I see what you did there?')
As other have mentioned though, I'd love to see it with a touch more brightness and a tweak on the contrast to bring out the shapes a bit more.
I love this so much!
Having some problems at the moment. I opened the scene in a newer version of UDK and seem to have broken it. The scene is empty. And now when I try and open it in the old version of UDK it crashes. Does anyone has any idea how to fix this?
I started a thread on the tech talk forum:
http://www.polycount.com/forum/showthread.php?t=91555
Heres a first attempt at making it brighter. I know lighting is really important. Think I might add another light over the river as it still seems very dark. Shall I go for a completely different sky? Tell me what you think.
If you are worried about the river not showing up very well, it might be worth adding a bit more of an emissive value to the material so that it lights itself slightly. Maybe a bit of a sparkle to simulate specular?
The trees aren't mine. They are UDks. I might make my own. Some twisted creepy trees. Just want to finish this and move on to new things.
The polycount is fairly high. I could probably instance pieces, like some of the wood timbers. And I beveled some of the beams, which adds to the count. But it is a portfolio piece, so I figure thats better to make it looks nice.
The plaster texture is repeated here and there over the model. I took the idea from Mount and Blade and Oblivion buildings I have seen. The thatch was inspired by a Mount and Blade thread too.
The texture work in particular looks really lush!
ParoXum- thanks. Yeah I tried to remove as many of the back faces as I could on the wood beams. The image above of the wires doesn't really show this off! The only beams that are full boxes are the corner ones as they have all 4 sides showing, even if its just a little.
The plaster texture isn't entirely unique. Its used in pieces on the model. Thats why the plaster model has some divisions, to break up and not to overstrtech the texture. I'm not very good at explaining it. But if you look, theres only one diagonal dirt mark on the texture, but the model has several diagonal wood beams. And yeah, could have done it the AO vertex way, but as you said, its the only building in the scene.