This is my first time trying this style out - I would like to get better at this.
All critiques are welcome
Thanks for viewing
The Story: A man lost his family and is taking up necromancy in order to bring them back to life..So I tried to merge some aspects of the Undead city Brill and some Human buildings to kinda try and get the feel of a human transitioning into the dark arts.
This is all sorts of awesome. Regarding the viewport issue, if you're using max there is a plugin here on the forum somewhere that has the capability to render out higher resolution grabs of your viewports.
Great work so far, the mood and general shape is really nice. I really like the darker textures on this one, they're detailed but not noisy. Great work! Keep going!
I think this looks really nice! Great textures :] The back story adds to it too, and I like the general dark mood. However, I might try something other than just the same brown for everything. Maybe make the door a different color, and the planks going around the house a slightly lighter (or darker?) brown. Since everything is that same brown right now it is a bit hard to tell certain shapes apart.
I really like the color you chose for the windows, those look great I also love the roof, and all the ivy on it.
Still need some work on the color and the vibrancy of the colors...I want to have it be dark and desaturated but as many people have told me - this is now WoW style...I looked around at Gilneas and they had some desaturated and dark colors So I'm not too sure what to do with the colors -
I think maybe what your scene is lacking is some contrasts with warms. Everything is cool right now, and I know you are trying to go for a dark and dreary feel, but having a little warm color will actually accentuate that atmosphere because there will be something for the cools to compare with.
I would play with the white walls and see what it looks like if you push it closer towards peach-ish beige. Also, your lampposts are getting confused with the window lights - maybe try out orange light for those.
Hey, thanks for the advice. I can see what you're saying - I changed the lights around a little...and threw in some other lights - the orange colors looked a little too odd for me - But I wonder if i throw some orange and warmer colors into the sky background if that might help
Looking good! I think some dark red-purple skies can add a bit more color contrast and will help the overall mood. Right now everything is still in the greenish territory.
You should focus your attention on the terrain now, making sure the grass look awesome. Right now it looks a little bit off. Add some more polys to it and mess around with textures. good work so far!
Yeah - I've been trying to get a viewport render in maya - but maya doesn't do cast shadows - so i tried upping my diffuse and using mental ray...but mental ray is rendering the shadows of the plane - not the alpha unlike Max's viewport...But Max's viewport - I can't find out how to do the color lights in the viewport...
Any tips on rendering grass? I went to your website chrisradsby
and you have some nice environment work in there
For this problem alone it may be better to work in UDK or Unity. Game engines work far better than either max or maya for getting the whole scene to look good.
yeah that's a problem for me - seeing that I am not as experienced with UDK and never even touched unity...I dunno how to get the whole ambient feel within UDK...since I mostly used it for next gen stuff - but I'll give it a try and see if it happens to work well - I was gonna take my winter break to learn UDK but now this is taking up all my time lol
Since I'm new to UDK - I was wondering if anyone knows how to maybe somehow turn on anti -aliasing? or something - in Maya - I see NO seems...But in UDK I see a lot of seems in white from far away - but as I get closer to the object - they get smaller till I get so close they disappear...
Anyone know any solutions to this?
Also when I zoom out the textures get really blurry - how do I fix this?
1. If you haven't been leaving enough bleed on your textures it could be a problem. Try setting "Mip Gen Settings" in your texture properties to noMipmaps. Bad for performance, good for getting rid of seams.
2. Why would you need to? You can toggle game view and post-process volume previs in the viewport to get the same effect. You can also hit ctrl+(number) to store a view and that number again to recall it. If you wanted to set up a camera in the scene and switch to it in play mode, it would require a little bit of kismet and be not quite as simple.
Prob 2 is one I can help you with. When you're playing in viewport hit tab to bring up the console and type in tiled shot. The screenshots will save in your udk folder under udkgame. Usually though, the viewport does the effects better.
The end result is pretty great but from your flats, it looks like you have too many unique textures where you could get by with tiling textures. I will see if I have some time when I get home tonight to illustrate this.
I know there is a WOW model extractor out there in the wild, if you take a look at it you might see a similar house use maybe 3-4 textures.
Yeah - I do have quite a bit of unique textures - but I reuse them over and over and clone stamp them in places...I didn't really care to optimize the scene as this was mostly a reason for me to learn handpanting techniques and to learn UDK since I'm new to it. I have used the WoW model viewer to see how they do their textures...But I was more focused on getting the look on this one rather than optimization. Maybe next time I'll work on that. haha
But yeah thanks for the response I know what you mean about WoW - it is super optimized and use a lot of mirrored textures since they have to populate an entire world and their texture sizes are super small - I think just recently they started using 512 maps as their highest? (what I heard anyway)
The overall brown color doesn't seem that appealing compared to the WoW environments. They usually put some blue, purple, green etc. into buildings to make them more distinct.
That grass is really letting down the quality of the rest of your scene. It looks quite nice close up, but just becomes a mess when you zoom out a little. If you were to reduce the contras and blotchyness significantly, I think it'd improve the overall look of your environment significantly.
Tx for the advice everyone going to turn my attention to the grass and adding some extra color to it after I'm done with the steeple and bell - I do agree it needs a lot more work
Looking loads better!! I'm really enjoying the shapes you've got going on and the grass looks tons better now. I think you can have some more color in key areas like your roof tiles and get away from the white a bit for the main tiles and you'll be better. Get away from the brown except for the wood.
the white bits on the house are supposed to be beige...but i did some post processing in UDK and it turned it more white...still one of the things to fix...but yeah thanks for the advice on the grass...gonna make some more adjustments tomorrow...been at it for 17 hours today lol
Looks great. It looks to me like you fixed your white seams issue but I've encountered the same issue and it was indeed an edge padding problem. just add a bit more padding and you'll be fine.
and in regards to the tiledshot command. if you put a number after it, like "tiledshot 4" you'll get a super high-res render. I've noticed that some post-processing does not get saved into these renders however. Bloom lighting being the most visible. that may have changed in the newer versions of UDK however.
Are you asking my process? If so - 1st I came up with a concept...and since I suck at concepting I just blocked out everything with really basic shapes in maya then did a paint over in photoshop. Then modeled a low poly - unwrapped UV's and then hand painted the textures in photoshop...
watching painting tutorials and practicing...I'm still a student at an art school so I'm still not great at it either...but this is my final semester...This is actually my 1st time doing all hand painted textures
Replies
Also if anyone knows how to get a flat viewport render - at a high resolution I would greatly appreciate the information
Great work so far, the mood and general shape is really nice. I really like the darker textures on this one, they're detailed but not noisy. Great work! Keep going!
Maya viewport render Update
I really like the color you chose for the windows, those look great I also love the roof, and all the ivy on it.
Also I was thinking of adding some greens in with the browns
Yeah hand painting textures is a bit tough for me since this is the first time I'm doing this - i'm more used to image manipulation or polypainting
Still need some work on the color and the vibrancy of the colors...I want to have it be dark and desaturated but as many people have told me - this is now WoW style...I looked around at Gilneas and they had some desaturated and dark colors So I'm not too sure what to do with the colors -
If anyone has any advice
Trying to figure out how saturated I want the colors...Any advice?
I would play with the white walls and see what it looks like if you push it closer towards peach-ish beige. Also, your lampposts are getting confused with the window lights - maybe try out orange light for those.
Anyway thanks for the help
Another WIP
Oh yeah I've seen your thread - you're doing WoW art as well goin through the 3D total tutorial - you did a nice job on the axe and shield
Figured I'd try it with some Shadows
Any tips on rendering grass? I went to your website chrisradsby
and you have some nice environment work in there
not too familiar with cel shaders in UDK
Since I'm new to UDK - I was wondering if anyone knows how to maybe somehow turn on anti -aliasing? or something - in Maya - I see NO seems...But in UDK I see a lot of seems in white from far away - but as I get closer to the object - they get smaller till I get so close they disappear...
Anyone know any solutions to this?
Also when I zoom out the textures get really blurry - how do I fix this?
Problem 1 - Getting Rid of Very Visible Seems - may have to do with Edge Padding - When i zoom out it is very white...and visible
Problem 2 - How can I take a render from a specific point of view in play mode -?
I am a UDK noob...:( anyone have advice?
2. Why would you need to? You can toggle game view and post-process volume previs in the viewport to get the same effect. You can also hit ctrl+(number) to store a view and that number again to recall it. If you wanted to set up a camera in the scene and switch to it in play mode, it would require a little bit of kismet and be not quite as simple.
Looking good, btw. Good luck!
I know there is a WOW model extractor out there in the wild, if you take a look at it you might see a similar house use maybe 3-4 textures.
But yeah thanks for the response I know what you mean about WoW - it is super optimized and use a lot of mirrored textures since they have to populate an entire world and their texture sizes are super small - I think just recently they started using 512 maps as their highest? (what I heard anyway)
Still a lot to do...ahh lol
and in regards to the tiledshot command. if you put a number after it, like "tiledshot 4" you'll get a super high-res render. I've noticed that some post-processing does not get saved into these renders however. Bloom lighting being the most visible. that may have changed in the newer versions of UDK however.
Next Update - Almost done - some color tweeks left to do and to finish up the bell texture
Then threw it into UDK...
It's simple...No witchcraft involved lol
Another Update - changed the trees and branches...Almost done