Hi guys
I deicided to create a spanish/italian inspired environment for udk.
This is what I've got so far.
The woodfence, hills, groundtexture, trees are all placeholder so they need fixing.
Im also thinking of adding a waterstream and a small bridge to make it more interesting.
my next step is adding some more spanishlooking trees
Replies
I tried adding this fugly bridge to get the feel of how it might look.
I dont know if i like it yet...
Ill fix it in the next update.
Thx for the compliments and tips much appreciated!:)
didn't turn out that great...
Im having trubble getting them to look the way I want. Well here's a print
I was going for a "monterey cypress" look on the trees but Im thinking of switching to leaf instead of conifer because I just couldn't get it to look right
if anyone has any tips on how to make the trees look more like monterey cypress please tell me.
Anyway I decided to put the trees aside for the moment and focus on some props.
here's a quick update with some props.. and a bridge
aaaand the ao and overexposure will be fixed i promise
I also remade the trees.
They're each about 1000 tris at the moment, Is that to much?
Okay, so one crit. Maybe try to get the grass looking a little less in rows.
Keep tweaking, this piece has an awesome "feel" to it.
Do more with the background. The fog isn't cutting it. More houses, trees, maybe a windmill.
Just a suggestion of course :P
megalmn2000: Awsome, thats what I was going for. I have drawn a lot of inspiration from old oil paintings.
marq4porsche: Yea Ill try that out
Jessica Dinh: Yes the top row looks a bit wierd. Ill fix that!
jeffro: The backround is just a placeholder terrain, Im thinking of adding some crop and small villages in the backround.
l.croxton: Yea thats a good idea!. Aside from the trees I haven't much in that area. I was thinking some sort of crop...and a broken down wagon
Thanks everyone for the crit and nice words. Much appreciated!.
The reason this is moving a bit slow is because im in school working on a game project at the same time so bare with me
this is kinda what I want the hills in the background to look like
Wine barrels don't break down like that. They're friction fit. If the Bands fail, the whole thing could come apart into individual planks. Not to mention that the bands would never fail in that fashion. I'd find something else for clutter. Maybe an abandoned donkey cart or something of that nature.
Also, you've got steel bands crossing over into the inside? o.O
How barrels are made:
http://en.wikipedia.org/wiki/Oak_%28wine%29#Barrel_construction
Best vids I could find on the subject.
http://www.youtube.com/watch?v=3LBGPKgQ2ac
http://videos.howstuffworks.com/discovery/27751-dirty-jobs-building-a-barrel-video.htm
It always helps to know a little bit about what you're Modeling, especially if you're going to try to break it down into it's components.
Also: Bright white spot on the stone texture.
Thanks pseudoBug for really going the extra mile with your reply!
And about the white spot. thanks I hadn't noticed and now its all I can think about haha.
Im on it!
I made a landscape surounding the scene. I think it came out pretty nice (going to add houses to)
And added some more color to the scene.
I don't know what it is about this scene, but I just want to step into it.
It's very contrasty though. Not sure if it's post process or what, but there's a lot of solid black and blown out highlights going on. Tad to saturated for me now too.
The hills in the background with the vineyards are coming along splendidly.
-__- Wait. Maybe it didn't eat it. Apparently.
The background really helps make this place believable.
Perhaps more variation/grit/stones on the road would add to this too?
The only thing I'm not sold on is the water though, as it's looking too opaque in my opinion.
Love this scene, BTW.
I also preferred the previous camera angle. That backdrop is a nice addition. Post processing this latest one is better imo. More reddish ward, last one was a bit to desturated and greenish. Clouds are also better in this later one.
What time of day is this? Did you try having a gradient color in your backdrop/skybox? Maybe something like this?
If you get a good blend between the two (with dust settling between the stones via heightmap) then I reckon it will really push the realism.
-Added winefields
-fixed the transition between the bridge and the road.
-Remade the foliage
-Fixed some textures
-Added one new house
-Made an oillamp
Im starting to feel done with this one.
Im thinking of reedoing the postprocessing and maybe make a night version of it
But overall its finished.
Ill post a video of it to later on and the final final versions to .
Thanks everyone for responding and helping me out along the way
Much appreciated!:)
And I'm going to remake the bridge so stay tuned.
toxic_h2o. Thanks!. Yea I kinda went for the blown out look because it made some colour's pop really nice. But I can agree with you that it looks a bit too much. Im thinking of reedoing the post processing and lighting so I'll keep that in mind while doing that.
What was obvious was the harshness of the post processing.
I am in agreement that the foreground with the bridge is letting the scene down a bit. the arch below the bridge specifically looks quite flat.
Not sure if 3D cattails are justified, but some of them are turned in such a way that gives away that they are 2D planes.
Not totally sold on the floating debris, mostly because they all look like the same unique piece, and I don't really understand what they are supposed to be, so I look at them twice.
Some of the shadowing on the trees in the background are really showing their "X" plane geometry and killing the illusion particularly to the right and behind the house.
And. . . I wanna be like you. Love your stuff.
*edit* Also, I just noticed that the normals or something on the stone bridge look quite odd, the noise pattern is "filtery" and weird looking. I definitely thing that's the part that needs some more love.
Plllleeeease explain!!
I do agree a bit about the contrast though. It'd be nice to see some of the pitch black stuff gone.
Personally I don't mind the foreground bridge much. Think it looks pretty fine. But yeah displacing a few stones couldn't hurt.
The bridge will be redone this weekend.
And about the trees, I tried to get them to face the player but i couldn't figure out how, so this was kind of a plan b. But I should turn of the self-shadowing (dunno why I haven't done that yet:S)
Schrodinger's Backface
The warm dreamy feeling comes from the post processing, and the bright sun
And mainly just making the darker parts a bit more blue, and the highlights a bit more red.
I tried giving it that retro look without overdoing it.
PhilipK. I agree with you the contrast is a bit much. Iv'e tried toning it down but I end up loosing some nice colours. but 'll try n have it fixed in the next update
And thx guys for the the response and nice words
Is this something that's UDK specific? If so, are there other techniques with older tech?
Amazing work, cheers!
I don't have the technical skill to suggest how to go about this or if it even can be done, but here's the direction I'd try to steer the post process.
(Did some photoshop tweaking - I need to recalibrate my monitor. I also need to get familiar with the post processing in udk. . .)
Here's the main bit that I noticed on the bridge as far as the normal weirdness goes. I actually had to glance at it twice because when I first looked at it, it looked like the fake motion blur in some games.
Also, couple of arrows to point out the very harsh ultra black shadows on top that seem out of place. Not so much because they're shadows, but because they're so dark.
I very much want to jump into this scene and, I dunno, tend vines or something. It's so very inviting.
It's a really usefull techniqe when building modular stuff because you can add variation to tiling textures (my houses for instance)
or just making a bridge blend into the enviroment.
This techniqe is not udk specific
but
Tor Frick has a good tutorial on how to do this in Udk and it might give you a better understanding of how it works.
http://eat3d.com/free/vertex_painting
and btw what older tech are you referring to:)?
And yea I see what you mean, And it can definitly be fixed with post processing.
However i've tried doing it but I always end up liking the contrasty version more somehow.
But Im thinking of redoing the PP along with the bridge this weekend so hopefully the ultrablacks will be gone by sunday:).
And about the bridge. yea up close it really looks messed up. And it's so wierd that I haven't noticed it
I think it must have gotten broken somewhere along the way
But it will be fixed so stay tuned !
And like I said thanks for really good feedback
in awe right now
We're using HeroEngine, nothing fancy.. The shaders/materials that are available to us are pretty basic, so we aren't doing too much without an HLSL programmer. :x
Thanks for the tut though!
Edit: We do apparently have vertex painting.. Just looks like shades though, ohgawd I'm confused as hell.
I think the vertex painting is only done in Maya or 3DS, not the engine itself.. Other than that, the engine will do Vertex Coloring easily.
Looking at my photoshop tweak again, it's introduced a lot more blue in areas where I don't necessarily want to see it(ends up looking a bit smokey), but yeah. . .just a rough idea of the direction I wanted to show.
I got a chance to look at the post processing tools and techniques in udk, and as a noob I'd love to see what kind of tree you've got going for it. the lut based color toning seems like an incredibly powerful tool. Love this kind of artistic tech stuff. I think it's why I enjoy game art so much. I'm half tinkerer, half artist. Or perhaps 100% of each.
It's so easy to get tunnel vision as an artist. Which is why breaks to come back with fresh eyes, and getting others to look at stuff is so important. It's amazing how often we can completely overlook things that would otherwise be obvious.