Home 3D Art Showcase & Critiques

UDK Deep Sea Shrine

I've been working on a UDK env for the past couple days that uses tessalation and image based reflections (hadn't tried these before). Its also my first time really trying to get into Z-brush (all textures in the scene so far are baked from sculpts)

The concept is basically a sacrificial shrine deep under the sea, sort of inspired by the cthulu mythos, so I've used some sea creatures and shells as reference for various architectural details.

Right now I have finished the first pass architecture with some basic textures. I plan to add light sources (candles, braziers) props (sacrificial implements, debris, books, etc) and do a pass on the textures and shaders to include sand build-up, dirt, and more color variation) as well as doing a lighting and post pass once everything is in place.

deepseashrine.jpg

Let me know what you guys think so far, I'll update as I make progress :)

Replies

  • Oniram
    Offline / Send Message
    Oniram polycounter lvl 17
    this is looking like a great start! very interested to see where this is going. :D
  • Visceral
    Looks awesome, but is everything covered in slime?
  • mars_biogenesis
    Visceral wrote: »
    Looks awesome, but is everything covered in slime?

    yeeah, I placed a bunch of ibr (image based reflection) actors in the scene with the default white texture in addition to the lights in the scene to try and fake that wet look that you would usually do with exaggerated specular, but its not quite right, so I'm going to try making some new ibr textures to see if I can create a convincing wet look with them. Any tips on making wet stone while using ibr materials in UDK would be appreciated if anyone else has tried to do this :)
  • Zipfinator
    Offline / Send Message
    Zipfinator polycounter lvl 9
    The assets are looking great so far but the postprocessing is killing it. You need to get a custom LUT in there with some levels adjustments. Here's a quick adjustment I did in photoshop that you can 100% do with a LUT.

    deepseashrine_zippaintover_01.jpg
  • Eric Chadwick
    Agreed, the lighting is killing it. Needs more color variation. Otherwise a great start. You might try adding a little small frequency noise to the displacement, it's looking very waxy and soft. Plants might help too.
  • mars_biogenesis
    Thanks for the feedback :) I agree on all of it!

    I actually have a LUT in there right now (I tried to make it feel a bit misty, but its not really working), the lighting and post is temporary as the lighting will change a lot once I get some sources in there and vary up its placement (not going to have all four braziers lit, going to have some candles in less even locations.)

    As for the waxy feel, I think its due to the way that the ibr is interacting with normals (there's a normal damping property which starts at 5 and makes it very soft, I've tuned it down to 2, but its still a bit soft. I'm considering removing the ibr stuff or using it selectively once I get into the shader and lighting pass a bit more. For the small frequency noise, I think I'll give that a try, I have a few different approaches in mind already :)

    For plants, I was think some seaweed strewn about and maybe a bit hanging from the ceiling (in cracked areas). Do you guys think that moss or other plants would grow in a place that's completely below the sea? I guess if adding plants makes it look a lot better I could change up the fiction as well, I will play around with the plant stuff a bit on my own but suggestions are welcome :)
  • locater16
    Offline / Send Message
    locater16 polycounter lvl 8
    Question, where is the light coming from?

    Another suggestion, if you can't think of anything else go with the classics. Gold/black, Red/Blue or Orange/Teal lighting would work here.
  • mars_biogenesis
    locater16 wrote: »
    Question, where is the light coming from?

    Another suggestion, if you can't think of anything else go with the classics. Gold/black, Red/Blue or Orange/Teal lighting would work here.

    Right now there are four light sources where I'll be putting braziers, but I'm not going to have all of them lit and instead there will be some candles in various locations to vary it up a bit. So right now the light isn't coming from any sources

    as for the lighting, I'm going to go for an orange / yellow / white from candles and fires in the braziers with green/brown ambient
  • dirigible
    Offline / Send Message
    dirigible polycounter lvl 8
    Paintover, based on your orange / green / brown goal.
    ben2d.jpg
  • SirCalalot
    Offline / Send Message
    SirCalalot polycounter lvl 10
    The detail is astonishing, great work!

    Although I have to agree with sentiments about the post processing, as currently your wonderful work is being washed out like a dodgy magazine scan.

    I can't wait to see some nice greens break up the scene in the form of plant life and seaweed :)
  • Sandro
    Yeah postprocessing is killing it contrast-wise, but color wise I love that Rembrandt-like earth tones you have. Not every scene needs color variation or complimentary scheme.
  • uncle
    Screw the postprocessing, damn this stuff has great vibe. I think it needs some type of focal point but I really dig it anyways.
  • ambershee
    Offline / Send Message
    ambershee polycounter lvl 17
    It needs proper light sources, which will help apply contrast to the scene. I quite like the look of the scene thus far though; it has a visual look which I've not seen achieved before. It's tempting me to experiment with UDK assets and IBR.
  • SirCalalot
    Offline / Send Message
    SirCalalot polycounter lvl 10
    It reminds me a little bit of the Locust city in Gears of War 2:

    locust_architecture_concept.jpg
  • gsokol
    Offline / Send Message
    gsokol polycounter lvl 14
    Looks cool.

    Just doesn't seem like its under the sea to me. The earthy colors make it feel like its under ground, not so much under the sea. Maybe its just me, but I think some blue/green lighting might sell that a little more. Of course I'm not really familiar with your inspiration for this, so if I'm off then ignore me. Dirigible's paintover is closer to what I'm thinking, but maybe a little bluer.

    I would kinda be interested in seeing what your actual geometry pre tessellation looks like. I haven't tried much dx11 stuff yet (still have a dx10 card at home, and I don't get much time to experiment at work.) Would it be possible to see a shot without the tessellation just so I can see what its adding to your scene?
  • SgtNasty
    Interesting idea. I agree with what has been said thus far, but also have a few thoughts:

    -You said this is deep sea, but the scene will be lit with braziers and candles, so I'm curious as to what you will do to make it look like it's actually deep sea. If you had shown me this without telling me where it was, I probably would not have guessed deep sea first.

    -There isn't any material variation, everything looks like it's exactly the same material. It seems like you were trying to make everything look wet, but I don't think you've quite achieved that yet. I would definitely recommend getting some other materials in there like wood, sand, etc.

    -Could really use a focal point. At the moment it sort of feels like the alter thing in the middle is the intended focal point, but there's nothing on it, and it's blending right in with the floor.

    -Check out this WoW concept from the Vashj'ir area. They have these temple things that you kill stuff in, but they really sell the feeling that they are underwater. There's coral growing, and some weird window things providing the key light. They also have those lanterns with orbs of whatever providing some fill lighting. It's all pretty unrealistic, but it can look believable if done correctly. Good luck with the scene I look forward to more updates!

    dungeon-abyssal-maw03-large.jpg
Sign In or Register to comment.