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warehaus - UDK

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  • sltrOlsson
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    sltrOlsson polycounter lvl 11
    Ah wow! Yes the light is a bit overblown, but i like it. It really gives the feeling of a super sunny and warm summer day.

    The sky and the outside feels very empty in places. Maybe add some more trees that's further away to?

    Some of the signs and little notes is a bit repetetive. I'm thinking of the red one and the greentooth photos. All the other notes and stuff looks and feels great!

    I'm really looking forward for some breakdowns! Great colors and feel man!
  • krisCrash
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    krisCrash polycounter lvl 9
    I want to play this level ;D loving the details, it's a very charming environment for something that dirty and old. Want to learn about the crazy dude who lives there, it is begging to tell stories.
  • haiddasalami
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    haiddasalami polycounter lvl 11
    Is that bokeh for the dirt of the lens? Looking good.
  • _Shimmer
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    _Shimmer polycounter lvl 14
    very nice work there! i agree its a bit overlit, but i would perhaps make mid and white values darker while making the dark values a tad lighter.

    Really good lookin!
  • gamedev
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    gamedev polycounter lvl 12
    Some great work thus far. Aside from what's been mentioned, I just had a few minor nit-picks:
    • Add a grounding element where your grass and asphalt meet (moss or something similar in shade to help the transition)
    • Dirt or rubbish mounds along the walls to also break up the wall to floor transition. Nothing extreme, just a dirt mound about 5-10 inches high.
    • All of the paper / posted bits are too clean. They should be weathered and show some age
    • And lastly, a silhouette suggestion, consider hanging some cloth or similar from the rafters to break up things.
    Cheers!

    -Tyler
  • scotthomer
    This is pretty much Porn for me, my pants are on their way down as i speak.
    You've done a beautiful job of this, well done dude, great talent right there.
  • acapulco
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    acapulco polycounter lvl 9
    That is lovely work. Looks astonishing for realtime! Kepp it up!
  • euclidius
    awesome work Uly- really love your lighting set up- I think it looks great already.
  • tristamus
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    tristamus polycounter lvl 9
    Amazing scene, but I think if you had more contrast between your lights and shadows it would do you a favor. To me, it just seems lots of areas are way more bright than they should be.
  • NoChance
    I'm not really liking the ground, why is the warehouse floor completely dirt? Get some texture blending going, make the floor concrete and then have the dirt building up along the edges of the walls and the pillars with a texture blend.
  • mkandersson
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    mkandersson polycounter lvl 7
    Looking really good! Awesome bed by the way. Though i feel that you have put all the details to the sides leaving it quite empty in the middle. I also agree with d1iver, add shelves or have some broken boxes lying around. Everything else is really sweet. Good Job!
  • Uly
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    Uly polycounter lvl 13
    thanks very much for all the crits guys. :) had these fixes done about a week ago, but just posting them now. (was busy getting my site up and running) i eventually did get around to addressing as many as i could.

    kab: if it were for an actual game, the chain would probably just lod out if you were far away. :] sometimes you gotta spend the polys on details you think are worthwhile. though it is a bit ridiculous in this case. easily the highest poly asset in the entire scene.

    LOOM: i got my primary monitor's settings to a more reasonable level and redid some of the lighting and post, hope the new stuff is more appealing :]

    dragan, ajr: thanks much!

    rasmus: is the tonemapper what gives Source it's amazing exposure based on what your looking at? i was really wishing i had something similar for this, but i did what i could. particle blobs are just an overlay in the image's PSD, though now that the newest UDK has bokeh DOF, i really want to get the effect running in realtime. :] problem is, i dont think my videocard is up to snuff. tried getting the effect running, no luck.

    d1ver: hey bud, few other people said something similar. i scattered some broken shelving around on the ground, some more garbage, and some light fixtures hanging from the columns. hope the new stuff does something for ya

    sltrOlsson: yeah, i know what you mean about the facade. there's little i can do with the time i have, sadly. its a valid point though. as for the red paper, there's a reason for it, though its a bit self-indulgent. i can live with the paper haters :]

    kris, haidda, shimmer: thanks much :]

    gamedev: i get where you're coming from with these, hopefully i addressed most of them. couldn't hit them all though, gotta move on to something else. i had mocked up the dirt fringe at one point, but there were too many clipping issues with surrounding assets and decals. Good solution though for this kind of problem, i'll be sure to put something like that in earlier for whatever scene i work on next.

    scott, aca, euclidius, trist, mkandersson: thanks!

    NoChance: why's the floor completely dirt? take a look at the first reference photo. also, vertex masking for a simple effect like dirt running up a brick wall is a waste of resources. you just toss that shit in the diffuse map if it doesnt tile vertically, such as in this scene.

    jstout_BC_01.jpg
    jstout_BC_02.jpg
    jstout_BC_03.jpg
    jstout_BC_04.jpg
    jstout_BC_05.jpg
    jstout_BC_06.jpg
    jstout_BC_07.jpg
    jstout_BC_08.jpg
    jstout_BC_09.jpg
    jstout_BC_10.jpg
    jstout_BC_11.jpg
    jstout_BC_12.jpg

    anyhow. thats that. im moving on, but if youve still got grievances, feel free to point them out. i'll carry the advice to the next scene.
  • seth.
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    seth. polycounter lvl 10
    stunning, I love it. As said somewhere else, in a few of the shots only " rendered in UDK " gives them away as not real.
  • paulsvoboda
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    paulsvoboda polycounter lvl 8
    Love it! The improvements you made are really significant. The light in some of the shots is still a bit too strong, but ti still works pretty well. I love the lens effects you have, although it looks as they are always there? They look great in all your shots except for the last one. It would be nice if you set up a lens flare and had those appear when you look at the light.
    Everything else looks really good. Great job on this!
  • Uly
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    Uly polycounter lvl 13
    thanks guys. as promised earlier, here are some texture pages.

    jstout_BC_texture_girdertrolley.jpg
    jstout_BC_texture_blankets.jpg
    jstout_BC_texture_brickwall.jpg
    jstout_BC_texture_miscpapers.jpg
    jstout_BC_texture_pillar.jpg
    jstout_BC_texture_boardfixture.jpg
    jstout_BC_texture_dirtfloor.jpg
    jstout_BC_texture_foliagesetdressing.jpg

    spec maps are greyscale, as I was packing them inside individial RGB channels to familiarize myself with how peeps save memory inside this engine. next thing i do i'll prob go back to coloured spec or invest some time in some nice vague cubemaps that deliver some nice colour.

    and finally, here's a hefty 10mb timelapse that shows more or less the middle of the project, to just before the end of the project. i screwed up my cameras, so I couldnt take new shots for the final tweaks. It's still fun to watch though. :]

    jstout_BC_timelapse01.gif
  • P442
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    P442 polycounter lvl 8
    how did you get that lens flare effect?
  • scotthomer
    This has to be some of the best work ive ever seen. Very inspirational, I think the one thing that you've managed to nail that has really blown my mind is your ability to pull an entire environment together, each asset is amazing in its own right, but that fact youve pulled it all into one almost photo realistic environment is just amazing.

    <3 Mad props yo.
  • dur23
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    dur23 polycounter lvl 15
  • ajr2764
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    ajr2764 polycounter lvl 10
    Two thumbs up to you sir, very incredible work.
  • Striff
    What was the final lighting setup like? Did you use static meshes for the light shaft effect?
  • Uly
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    Uly polycounter lvl 13
    striff: i put together a few pics to give the gist of it. and ja, static meshes for light shafts. somebody mentioned earlier, and I agree with them, that the effect has some problems. wish i knew of a better way to achieve a localized haze in some areas.

    if anyone else wants to know some junk about the scene, i'll do my best to answer
    jstout_BC_lighting01.jpg
    jstout_BC_lighting02.jpg
    jstout_BC_lighting03.jpg
    jstout_BC_lighting04.jpg
    jstout_BC_lighting05.jpg

    p442: lightshafts from the dominant directional light. i wish i'd taken the time to make a cool lens flare effect like mass effect 2's though. it could have added a lot to the scene.

    scotthomer: hey thanks man, means a lot :]
    dur23: <3
    ajr2764: thanks!
  • cholden
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    cholden polycounter lvl 13
    I like it. I want to use it to make video games.
  • Ferg
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    Ferg polycounter lvl 14
    I feckin LOVE this Uly! The colors and lighting are beautiful, I would love to see a game in this style. Great work dude.
  • StefanH
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    StefanH polycounter lvl 12
    looks great forget all my skeptisism about the lighting or whatever it was hehe. nice work!
  • P442
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    P442 polycounter lvl 8
  • fearian
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    fearian Polycount Sponsor
    God I cannot stop pouring over your final shots, absolutely gorgeous! :)
  • whats_true
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    whats_true polycounter lvl 12
    Wicked stuff dude. Now, do it again!
  • mixeh
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    mixeh polycounter lvl 8
    can you explain how you went about doing your vines, i really need some help with foliage, thanks and amazing work!
  • Uly
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    Uly polycounter lvl 13
    cholden: :]
    ferg: thanks much dude :] keep up your awesome stuff, i need the inspiration
    StefanH: thanks for keeping an eye on it! glad to see it came through for ya
    P442: np
    fearian: :] thanks dude.
    whats_true: the next one will be set inside an explosive barrel factory.
    mixeh: ask and you'll receive. kind of. while making this, I realized how better served someone would be from a video tutorial. I kind of retrofitted my assets into this tutorial though, it's about an "intermediate" difficulty, if that means anything. Hope you and some other folks get something out of it.

    BC_screens_foliage01.jpg
    BC_screens_foliage02.jpg
    BC_screens_foliage03.jpg
    BC_screens_foliage04.jpg
    BC_screens_foliage05.jpg
    BC_screens_foliage06.jpg

    i had to rush through this, so it's a bit messy and missing plenty of small but non-essential details.
  • Jeff Parrott
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    Jeff Parrott polycounter lvl 15
    Great tutorial! Awesome idea of storing multiple masks in a multi map.
  • fearian
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    fearian Polycount Sponsor
    very neat idea there with the opacity maps! thanks!
  • mixeh
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    mixeh polycounter lvl 8
    Uly I'm so grateful, I'm amazed you did this for us, thank you so much!
  • popngear
    Sweet trick for multiple masks. The compression artifacting I'm guessing is minimal because of the opacity clip anyways. Nice!
  • ae.
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    ae. polycounter lvl 9
    so much win in this thread! great job James :)
  • Spatz
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    Spatz polycounter lvl 9
    nice work! ... and thanks for the tutorial
  • sltrOlsson
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    sltrOlsson polycounter lvl 11
    I was watching your portfolio and saw the HP for the bed. I think it's really nice, can't you explain how you did it? Is it physics calculated or is it 100% sculpted? Or both?
  • bbob
    Holy crap how did I miss this?
  • Uly
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    Uly polycounter lvl 13
    thanks guys, :] glad you liked it.

    popngear: it really is a great trick. :] picked it up from Riki. it can be used for any other greyscale mask keep in mind, so grey spec maps, or spec masks for cubemaps, height maps.

    sltrOlsson: hey man, the blanket is physics calculated, mattress is sculpted. there were a few ace tutorials I read through online for architectural previs that I used to make the high poly. I'll dig them up from my bookmarks after I get home from work and post them and explain in a little more depth what worked and what didn't.
  • evilblah
    Wow... Mind = Blown. Great work. Love the timelapse! Thanks for that.
  • sltrOlsson
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    sltrOlsson polycounter lvl 11
    Uly wrote: »
    thanks guys, :] glad you liked it.

    popngear: it really is a great trick. :] picked it up from Riki. it can be used for any other greyscale mask keep in mind, so grey spec maps, or spec masks for cubemaps, height maps.

    sltrOlsson: hey man, the blanket is physics calculated, mattress is sculpted. there were a few ace tutorials I read through online for architectural previs that I used to make the high poly. I'll dig them up from my bookmarks after I get home from work and post them and explain in a little more depth what worked and what didn't.

    Cool! Looking forward! ;)
  • Uly
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    Uly polycounter lvl 13
    evilblah: thanks dude

    sltrOlsson:
    for the blankets, i used these tutorials to get a hang of max's clothsim stuff.

    http://surrealstructures.com/blog/?p=229
    http://surrealstructures.com/blog/?p=315

    After getting a hang of thin, neat blankets, I moved onto messing up the bed, adding a lot of folds and stuff. Mostly by picking it up and letting it go, raising the friction setting, grabbing the corners and throwing them over the main blanket. You'll definitely have to tweak the physics settings for the blanket to get it working the way you want, though.

    Also, be sure to UV map your initial plane you'll be using for the cloth in case you want to project any textures later from the high poly.
  • ae.
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    ae. polycounter lvl 9
    Thanks for the links Uly very useful :)
  • JimmyP.
    Hey man I just want to say havent been a posting member on these forums since the Q3 mod days. But im back in school now and your stuff totes got me wanting to mess around with some game design. So im gunna snag the UDK sdk and start reading. Props on an awesome warehouse scene would totally love to frag some of my friends in there
  • Eric Chadwick
  • superdenny707
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    superdenny707 polycounter lvl 10
    Are there a bigger images for the tutorial? I can't really read the text in the images
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