Hey all!
I thought I'd post what I'm currently working on, seeing as I could use a hand with UDK. Mainly getting reflections for the windows to work and how to get better shadows when baking lights.
This is the concept I started working from:
http://attachments.conceptart.org/forums/attachment.php?attachmentid=440861&stc=1&d=1219073737
Some various props.
I have a lot to do still. Props, more buildings, the structures on the left side and general tweaking of the existing content.
Please let me know what you think of it so far!
Replies
As for the UDK issues, I can't help very much, if at all, other than to say in the mesh's settings, there are options in regards to lightmaps, which may be set too low to get crisp and accurate shadows. So, maybe bump that up from what it is (I think default is 32?), to some higher power of two, to taste. Of course, when working, you probably just want it to bake fast, and they aren't looking so bad in this shot.
Keep up the good work, dude.
As for reflections you could try to create a real time reflection or make one using a cubemap just depends on what you are going for. (Eat3d covers a basic Window material with faux interior/curtains http://eat3d.com/materials) They show the Material set up in one of the pictures.
Hope that helps I like how it looks right now
I'm working on something similar, so this is really inspirational! Love it!!
Hooray subtlety!
As much as I'd love to visit this place, I'm scared I'd turn an ankle on that death cobble.
the parallax looks weird and also from what i see i think the height map is too uniform and needs more variation. please tone down the intensity of the height map
I'm taking it all into consideration when I'm working.
I've toned down the heightmap intensity on the sidewalks and the road.
I've got most of the main models in, but some of them are in really rough states, so I'll need to tweak them now and also made props.
I will use a smoother and a bit less irregular texture for the sidewalks, but for now I'm using the same texture for both.
Thanks!
The exterior wood trim on the first house (with the 45 degree piece) looks like it has a bevel and emboss on it (on the shadowed side it has a highlight). Feels like those wood sections could be modeled out?
The only thing I would say is about the size of the pavements, they are a bit big and it makes the houses look smaller than in the concept.
Keep going
I've tried to take your critique into consideration when working.
Here's another update:
I decided to add the small walkbridge between 2 of the buildings.
The reflective windows aren't really turning out the way I want them to.
I would be really grateful if anyone could show me a good, cheap setup for reflections.
Cheers!
Would you mind telling me what is your lightning setup for this scene?
I started out with the afternoon lighting setup, but I tweaked some of the lightmass options slightly, lowered the skylight's brightness, raised the sun a bit and fiddled around with the world post process and made a custom post process chain to tweak the ambient occlusion.
I've mainly been working on my master material, tweaking my current models and adding some props, so no huge progress.
Here's an update of the scene.
-Cubemap reflection on windows, the just get white:d out right now, which looks alright but maybe reflections will help.
- More detail on stairs, different detail on steps, just polys, maybe add the edge at the bottom of the stairs running along the base of that market.
- Wear and tear on the base of the houses.
- The house behind the bridge/skywalk thing you might want to pull that up so that it breaks the line there. Put it on higher ground.
- Try a different skydome texture
- Yeah, I need to sort out my reflections for the windows. They have a cubemap at the moment, but for some reason it turns out too bright. I will see if I can fix it later today.
- Good point! I'll also try and skew it slightly more.
- More wear and tear? Sure! ^^
- That's a very good idea! I'll most likely make a new building for the background that isn't so detailed. I'll make it taller as well.
- You want the skydome to be bluer and brighter? Or what do you mean?
Maybe something like this, regarding the skydome I think you'd go a long way just having it more deepblue and a little bit more contrast. Maybe even some really big white clouds.
I've also tweaked the lighting a bit and added some props as well as adding some smaller details to the current models.
Today I reworked the sidewalk a bit and added some vertex blending masks. Gotta love nDo's normal -> height feature. :P
I hope you like the update!
I'm planning on building enough to make a flythrough, or at least shots from a few angles. I've built a bit around the main area, but it's not as polished as what I've shown so far. I need to make enough props first.
That's a good idea fearian, I agree with you. I will try and figure something out!
Cheers!
They look awesome..
Also i started doing my own scene using that concept, i'm currently doing the first house but it is hard at times (i'm a newbie)
Any chance of posting the textures?
I threw together a quick collage of the textures and buildings.
I'm still working on the texture and still optimizing the buildings, but they're kind of final.
The textures really aren't anything fancy.
I played around with them a bit in the beginning, making them look more stylized and with more depth, but it ended up looking better with more washed-out textures.
I will post a more detailed breakdown once im done with the scene. :-)
(Sorry about the low-quality of the image. JPG -> JPG isn't pretty. ^^)
I the only thing i do not like is: the clothes line. It just seems to go into the house with out and holder thing. Something like that is a small detail but the little things always make it look great.
I also edited the building material a bit in order to reveal underlying bricks instead of adding dirt to it.
I also made a new marquee for the top left to add some variation.
Hope you like it!
I've been working a bit on the next street of the scene and I've also been tweaking the props and materials a bit.
Minor changes, but I thought I'd upload it just for the sake of it.
The new street. Still very much WIP!
Extra angle
I still think you should add street lamps or torches though People need to see at night =P