Very cool! It's a great thing to create, though i wonder how much this technique can be used when producing games. I'm a student so trying to figure some stuff out.
Anyway... it's awesome. Keep going!!
Cheers
Since you have white walls you could benefit more from bounced colored light from the walls.
Try to play with that maybe. I would try to lower the light's brightness but increase the diffuse bounces - so this way maybe walls will emit more bounced colored light but the reduced lights' brightness will avoid having overblown scene...
Hopefully gonna have the scene ready sometime soon.
Mainly working on the office area now. Gonna post updates as soon as possible, but yeah, I'm feeling like a zombie atm. >.<
Looks awesometastic!
I would love to see some kind of tutorial-in-nutshell how you make mesh and apply those textures/materials to it.
All this is very inspirational and i would like to try this too, but the technical aspects are bit alien for me atm without some guidance.
The only thing I think is that it could have more light/shadow contrast.
Especially the lobby looks a bit flat to me. It could also have more light variation in vertical sense, just to make the image less uniform. Now most of its areas look alike, but some difference would make it more interesting.
@Matroskin: Thanks for the feedback! Yeah, I agree with what you're saying. I am going to re-render the flythrough soon, so I'll see if I can fiddle around with the lighting a bit then.
Dude! Beautiful! Whats the music you're using in the video?
It's from Deus Ex: human Evolution.
Funny because with the last couple updates and the lobby I was thinking it was looking very Deus Ex.
Fantastic work. Love the style.
Hey awesome work! Maybe a quick question, since I'm a rather new UDK user... The outside environment, did you model all that stuff? Because it looks really cool!
Cheers!
Hey awesome work! Maybe a quick question, since I'm a rather new UDK user... The outside environment, did you model all that stuff? Because it looks really cool!
Cheers!
Thanks!
The outside environment is really rough. Basic shapes and dirty UV mapping.
Most of the spires/skyscrapers are covered with vines or are far away, so there was no need to go into small details on them, plus I wanted rather large details on them so that they'd read better from further away.
The windmills are very simple geometry with PHYS_Rotate on them, causing them to rotate along a certain axis during a set period of time. Pretty handy function for simple animations.
But yeah, most of it is just very simple geometry.
This is an absolutely brilliant piece, really feeling it! without reading your post (viewed off the recap) I actually thought "This is very Tor Frick" in my head so you've definitely captured your inspiration! nice!
Don't mean to be a little nosey but would it be possible to have a few shots from inside the engine/material setups and some wires? anything to get the mind juices flowing for a fellow artist haha
This is an absolutely brilliant piece, really feeling it! without reading your post (viewed off the recap) I actually thought "This is very Tor Frick" in my head so you've definitely captured your inspiration! nice!
Don't mean to be a little nosey but would it be possible to have a few shots from inside the engine/material setups and some wires? anything to get the mind juices flowing for a fellow artist haha
Thanks!
Actually it is possible! ^^
Planning on making a quick video breakdown of my workflow and the materials.
Replies
Other then that, this went from a boring hallway to something waaaay better. Keep it up mate. Make a playable level out of this!
Anyway... it's awesome. Keep going!!
Cheers
Since you have white walls you could benefit more from bounced colored light from the walls.
Try to play with that maybe. I would try to lower the light's brightness but increase the diffuse bounces - so this way maybe walls will emit more bounced colored light but the reduced lights' brightness will avoid having overblown scene...
I'll try and get the name of the thread changed. ^^
Been working on the scene on and off a bit during the weekend.
Wish I could've gotten more done, but I've been sick, so I'll blame it on that. ^^
@Matroskin: I'll definitely try and boost the global a bit. Been tweaking a bit these last few days, but I'll try and make it better.
Here are some updated shots:
Hope you like 'em!
Hopefully gonna have the scene ready sometime soon.
Mainly working on the office area now. Gonna post updates as soon as possible, but yeah, I'm feeling like a zombie atm. >.<
Again, thanks guys! I really appreciate it!
Can we get a closer look at the stuff outside the window at all?
Is it still based off an oil rig out there?
*Subdudiscribed*
Let's see that breakdown!
[vv]42336299[/vv]
I hope you like them!
Cheers!
Cheers
When can you show us your texture sheet(s)?
Here's the diffuse texture sheet where most stuff happens.
I didn't bother making a breakdown of the normal map, seeing as it's just a basic normal map with the blue channel set to mask out certain areas. ^^
I would love to see some kind of tutorial-in-nutshell how you make mesh and apply those textures/materials to it.
All this is very inspirational and i would like to try this too, but the technical aspects are bit alien for me atm without some guidance.
@walreu: Yeah, that's definitely something I could do. Will see if I can get something up this weekend.
Will try and get a quick video run-through of my workflow up this weekend.
Sorry, I fixed the link!
The only thing I think is that it could have more light/shadow contrast.
Especially the lobby looks a bit flat to me. It could also have more light variation in vertical sense, just to make the image less uniform. Now most of its areas look alike, but some difference would make it more interesting.
Cheers!
It's from Deus Ex: human Evolution.
Funny because with the last couple updates and the lobby I was thinking it was looking very Deus Ex.
Fantastic work. Love the style.
Cheers!
Thanks!
The outside environment is really rough. Basic shapes and dirty UV mapping.
Most of the spires/skyscrapers are covered with vines or are far away, so there was no need to go into small details on them, plus I wanted rather large details on them so that they'd read better from further away.
The windmills are very simple geometry with PHYS_Rotate on them, causing them to rotate along a certain axis during a set period of time. Pretty handy function for simple animations.
But yeah, most of it is just very simple geometry.
Hope I could help!
Don't mean to be a little nosey but would it be possible to have a few shots from inside the engine/material setups and some wires? anything to get the mind juices flowing for a fellow artist haha
Thanks!
Actually it is possible! ^^
Planning on making a quick video breakdown of my workflow and the materials.