For my final year project I made an environment in UDK based on a concept from Deus Ex: Human Revolution. Bellow is a link to a video of the apartment.
Nice! It actually looks like a higher-rez version of what's in game (or at least more detailed- nice props!). One of the things I noticed right away is that the rain on the windows feels really flat, and not random at all. It takes away from the rest of the richly detailed environment. I wonder if you could make them look more realistic by adding a normal map to the drops (if you've got a panning rain texture in the material) with a Lerp, or have the drops fade out after a while. Looking good though
Cool scene!!! Though one thing bothers me, the bottle in your 4th screenshot looks really odd! Light doesn't break when shining on it, looks too transparent, etc. Try to look at a empty bottle and define how it is visualized. Other then that, really great job!!
Looks great. I agree with TheGoozah that the whiskey bottle doesn't look right. How did you do the caustics with the glass? In fact are beer cans and glass 3d objects or are they billboards?
Quote -
Nice! It actually looks like a higher-rez version of what's in game (or at least more detailed- nice props!). One of the things I noticed right away is that the rain on the windows feels really flat, and not random at all. It takes away from the rest of the richly detailed environment. I wonder if you could make them look more realistic by adding a normal map to the drops (if you've got a panning rain texture in the material) with a Lerp, or have the drops fade out after a while. Looking good though
Cheers man, I agree with you on the rain on the windows. They were made by panning normal maps down at different speeds but I couldn'y quite figure how to get them to do the wiggly rain thing though. My tech artist friend has actually had some luck with it. The fadding out is a good idea.
Cool scene!!! Though one thing bothers me, the bottle in your 4th screenshot looks really odd! Light doesn't break when shining on it, looks too transparent, etc. Try to look at a empty bottle and define how it is visualized. Other then that, really great job!!
Cheers, yeah that bottle does look bad. I need to up the distortion and spec.
Love the mood it has! I would like to see some flying vehicle out there. Nice job!
Yeah, I really wanted to make some flying stuff but ran out of time. I was going to have a flying billboard similar to the big billboard thing in Blade Runner that advertises the offworld colony plus some flying car/ ships.
Looks great. I agree with TheGoozah that the whiskey bottle doesn't look right. How did you do the caustics with the glass? In fact are beer cans and glass 3d objects or are they billboards?
Yeah that bottle needs fixing. The caustics were made using an emissive decal. It's funny you asked about billboards because I was thinkibng of using one but they are infact 3D. I would be interested to see an experiment with bilboards though.
The environment is nice and it looks a lot like the game! One thing I would maybe improve is to play a little bit with the light, some shapes are hard to recognize in the dark, while keeping the same mood. Good job!
I like it, most of the assets are really well done and play together nicely.
What strikes me though is the billboards outside and to a lesser extent the tv screen.
They're just flat planes of texture and stand out from the rest.
Overall you could use some more AO, cause some of the objects appear to be levitating.
Replies
Nice work dude
Nice! It actually looks like a higher-rez version of what's in game (or at least more detailed- nice props!). One of the things I noticed right away is that the rain on the windows feels really flat, and not random at all. It takes away from the rest of the richly detailed environment. I wonder if you could make them look more realistic by adding a normal map to the drops (if you've got a panning rain texture in the material) with a Lerp, or have the drops fade out after a while. Looking good though
Cheers man, I agree with you on the rain on the windows. They were made by panning normal maps down at different speeds but I couldn'y quite figure how to get them to do the wiggly rain thing though. My tech artist friend has actually had some luck with it. The fadding out is a good idea.
Cheers, yeah that bottle does look bad. I need to up the distortion and spec.
Yeah, I really wanted to make some flying stuff but ran out of time. I was going to have a flying billboard similar to the big billboard thing in Blade Runner that advertises the offworld colony plus some flying car/ ships.
Yeah that bottle needs fixing. The caustics were made using an emissive decal. It's funny you asked about billboards because I was thinkibng of using one but they are infact 3D. I would be interested to see an experiment with bilboards though.
Maybe a bit too dark at the moment. Perhaps your screen is way brighter than the rest of ours?
Perfect that you put the Blade Runner music in there too ^ _ ^
What strikes me though is the billboards outside and to a lesser extent the tv screen.
They're just flat planes of texture and stand out from the rest.
Overall you could use some more AO, cause some of the objects appear to be levitating.
did you use Vahls environment as a reference? (http://www.polycount.com/forum/showthread.php?t=87601)