I'm gona noob it up here and do a modular hallway set in UDK. I actually have a much larger project planned but I'm still not super familiar with all the ins and outs of UDK.
For this foray I'm really just looking to lock down a work flow from max to udk, setup proper master materials, become more familiar with some different post effects/LUT correction, static emissive lighting and just generally keeping everything nice and neat with layers and such.
I banged out a quick concept to guide me, I'll add a four way junction at some point here but I figure I'll start with these.
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I always enjoy a nice sci fi corridor
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UDK is cm by default so at 1x grid 1uu = 1cm, in feet you end up with a crazy decimal of a unit like 15.127 uu or something. My grid spacing in the concept was at 16 so 1uu = 8uu, so the guy should be 11 not 24, which is like 6ft.
So it broke down into 10 pieces. Everything but the door way basically got split down to be 1x1. Anything more and it can't really be used. I could probably break the floor off from the trim but that seems like it will start getting to be more work then its worth.
The coloring is for the elements in elements I'll have to keep together when I do the tiling.
and here's it all slapped together in UDK...
It's already looking pretty damn solid. It reminds me of TimeSplitters 3 to be honest
I can't wait to see where you take the texturing as that could make or break this scene.
The 3 floor chunks, getting this to tile in every direction was way more work then I expected.
like the quick clean concept you made
I do like that the concept is clean and easy to model from. At the same time several warning flags come up when I see it.
-If you duplicate those pieces even more, they will look too tiled, specially when looking at them from the center of the hallway. For example, the six lights on the ceiling will become 24 emissive circles just by using that piece 4 times.
-My suggestion is to make the details less repeated, and make other pieces that are cleaner to break up the detail. 2 ceiling lights not 6, 1 vent instead of 2, etc..
-Last thing is what will make this hallway unique?
My suggestion is to consider things like adding angles, curves, and more interest to your architecture. Look at modern architecture and borrow ideas. It could be curved supports, angled ceiling, maybe its not symmetrical and its open from one side, this lets the light in from an angle..
Just a few suggestions. Best of luck with your project .
@chris, ya the pillars are not really an aesthetic choice, when I curved the walls I ended up with huge gaps on external corners and mesh clipping on internal corners. So either use something to cover it or make more walls pieces, I went with the lesser of two evils atm.
@riddlaz, thanks man appreciate the suggestions. Once I get these core parts wrapped up it will be fun to go back and start adding extra modules to break things up.
Got the main stuff baked and through some colors down on it. Door still needs to get hp'ed and I got a idea for some light fixtures I want to add.
How did you learn about modularity and setting up the unreal units? No matter how much i read and experiment, my pieces never align correctly or the sizes are way off.
Would just sticking to 1uu = 1cm be the best bet? Then in the modelling software model everything real world rounded up to the nearest CM? Any insight you could give would be much appreciated
Your walls seem to curve inward a lot more then the concept suggests. I also feel a conflict between the curvyness of everything and then the straight pillers
I think the best working advice I can give is always keep a frame a reference in your scene (I modeled out the dude) and scale things in relation, then export to UDK and make appropriate changes in max if it feels off.
Also why you want keep a ridged name structure and decide on a pre-pivot point so you can quickly export pieces into UDK and have them update and keep appropriate rotation/location in relation to each other. Hope that helps.
@Darkleopard, thanks man ya gotta figure some out with the pillars. Still debating what I should do atm.
..irrelevant work pic filler that I just finished.
First bit of texturing on this project, hopefully I can get it all wrapped up by the end of the week.
Still got quite a few textures to do still but got a pretty big chunk knocked out.
you can easily add on to what you have. your base details are great
I feel like I could dick around with this endlessly but I'm going to call this finished. My main goal was really to get a better understanding of UDK and I accomplished that much. Calling this finished, and moving on to bigger things.
I wanted to do a fly through cause I have a bunch of lighting/particle effects going but could not get cinematics to do anything but render a black screen.
Spec needs work as well as the lighting. way to ambient. makes everything look flat. Color scheme is clashing.
Also, I love the style, but I think you are going a bit overboard with the scratches in the Diffuse.
Perhaps shifting that detail into the Specular map and making only a subtle change in the Diffuse map would make it seem more true to life.