Hello there!!!
Here my last UDK project (It's the first scene I do in UDK).
you can see the video just here :
http://vimeo.com/41386165
And here you can see the pictures in my web site :
http://lucashug.com/scifi.html
Thanks to Jason Crowe for mixing the sound!!! Thanks to Gaetan "Gosss" Montaudoin and Chris Albeluhn for their support!
That the story :
In the year 2138, you are in a hallway of a big space station owned by the biggest pharmaceutical company of our time, TRIMEL©. They are doing secret research about super soldiers, biological weapons, medication that increases endurance, strangeness. And then something goes wrong, guinea pig escapes, and kills everybody in his path.
As a huge fan of sci-fi movies; e.g. Resident Evil, and trying to learn UDK, I decided to make a hallway in a starship. I wanted not just to build a basic hallway, but a building in a place where something happened to create a story for my environment. Working with UDK, I used image based reflection, particles, complex materials, decals, animation (camera, IBR, material, particles,…),… If you need more informations about how I think and did this project, check
this link.
Hope you like it
Cheers
Replies
The only other thing is the windows seem really thin and clean to me. I don't know how thick they are on say, the space shuttle, but these don't feel like they carry depth, at least at the angles you're showing them at.
Thanks a lot for you comments!
TehSplatt Lol, You re right it's like the Dragon age 2 logo XD
I think that the blood didn't pass the crits XD
If you see closest you can see some scratch from a monster!
the scratches show by which way the monster go and how he kill the person who
transport the crates. Probably the scratches are not so visible enough :(:(
Cheers
Lucas
edit: also.. just watched the video.. id maybe do something with the blood to make it seem like its not part of the floor. the way the material looks is as if the blood is just painted into the floor. id possibly make it darker and have a sharper gloss.
Can't believe you didn't model the guinea pig! :poly124:
Oniram, yeah you right for the blood :S Thanks for your comment :):)
ReFriedN00dle, Thanks a lot, man!!! That remind me that I have to finish DeadSpace 2 now that I have some time :):)
waf, Thank you very much!!!
Four6810, Happy that you like the textures :):) Thanks!!!
riowahab, Thank you for the comment!!! And don't quit!!!
chrisradsby, Thanks a lot for your comment! At the beginning I put the orange
color as an placeholder color, But when comes the time to change it, and
I really like orange option
solar, Thanks for your comments man!!! :):) I will start to model the guinea pig!!! Here the ref that I will use for that :
http://kecute.files.wordpress.com/2008/10/guinea-pig.jpg?w=455
Thank you again!!!
Cheers
Lucas
'caution signs' pic is my new desktop bg
David-J, Thanks a lot for your comment
Larry1, Thanks man, I need it!
Jungsik, Thanks for your comment!!!
Dn2, no way, your new desktop background!!! that's rock!!! I'm really happy that you like it :):) thanks!!!
Cheers!!!
Lucas
Do you start off texturing or modelling first?
etc etc
Hydrogen, Thanks a lot for your comment! The Planets are a static mesh that I did in max.
JoshFlighter, Thanks for your comment!, I appreciate that
Wirrexx, Thanks for your comment! For creating the scene, I usually start with a quick sketch of the scene, then I create all the elements I need in greybox and I put them in UDK. I build the scene with the grey boxes. Then modelling, then texturing final assets! Sometime I come back on modifying the mesh if I think that the texture work can be improved by changing the mesh. Then I export the mesh to UDK and play with the shader, and place it on the scene. I always do one asset from a collection (For example for walls I create first only one module) then I test it ingame, and if it's good I do the other elements of the collection (The others walls modules as corners,...).
And I build the scene step by step, and alway come back to the placement of the scene, add more assets, delete some who dont works,... That the way I work. Hope that answer your question
PolyTech, Thanks for the comment :):) I spend always some time on the presentation, I think that can add something!
CubeRepublic, hello! Thanks for the comment
Bardler, Yeah, I plan to change the blood!!! Thanks for your comment!!!
Thanks again to everyones!!!
Cheers
Lucas
Nice idea!!! I will probably take some time to do a tutorial
Cheers
Lucas
For the shader I usually first go on internet and find a tutorial!
They explain really well how to do every kind of shaders,
from beginners to advanced
Each time I don't understand something I just go on internet
and try to find a tutorial
Here the best (for my opinion) :
General :
- http://www.chrisalbeluhn.com/3D_Tutorials.html
- http://www.hourences.com/tutorials/
I start to put me on shader with this tutorial :
- http://www.thegnomonworkshop.com/store/product/849/Unreal-Development-Kit%3A-Materials
My company have an access (that's the paradise)!!! Really good one, you will learn a lot
about shader in udk!!! it's simple, you will see
Hope that could help
Cheers
Lucas
Electrically conductive materials (such as metals) will have a coloured Specular highlight that is a similar hue to the Diffuse (if not just the diffuse texture itself).
Dielectric or non-conductive materials (plastics, painted objects etc.) generally have a white Specular highlight. This can be achieved with either a greyscale Specular Map or one that is the inverse colour of the Diffuse.
I hope that sheds some light (what a pun!) on the matter for you
I will check out those links thanks!
@ sircalalot - I am aware of the basics but thanks The whole UDK setup is scary to look at at first
Vulgertarian, Thanks a lot for your comment
Hi SirCalalot, Thanks a lot for those precisions That's really helpful!
Hello Darkleopard, Happy to help!!! It look scary at first but when you understand how it work, you will really enjoy it :):)
Jeanne1 np! Cheers
Thanks again!!!
Cheers