View Full Version : A historical game
03-06-2010, 08:48 AM
PLEASE VIEW NEXT PAGE FOR LATEST UPDATED SCENES
New video updated : http://www.youtube.com/watch?v=C8IMZot6rcg
I am a commerce student. However, i found UDK really interesting so i decided to make a small level for a small RPG game, just want to show you my WIP. Im trying to fit my level with things. If you guys have any idea, plz tell me :p
Model in max2010, texture Photoshop CS 2.
Here are some scenes:
03-06-2010, 07:04 PM
Love the trees and wood spikes. The sky worked out well too. Just the scenes are a little blurry and the random fire needs some posts of course. Overall still you have something to work on which is great. For me at first glance, the sky doesn't fit the scene as far a lighting and visual believability. The sky is so realistic next to the what seems to be low poly and high detailed textured rocks. I would suggest placing smaller rocks at the base of the giant rocky walls so it wont seem like one whole prop object and so the rocky wall can blend in with the environment more. As far as the lighting, take some of that purple, yellow and blue from the sky and light up some of the props in the scene with those colors. Not too much though. I see you have gated path as well, which is good use of UDK terrain editor. When you keep developing and updating, just make sure than when you play and test the game and focus on making things that we wouldn't expect for you to put in there which renders more believability. For example that yellow type skinny fence leading down a hill next to fire. Create some straps, nails, bolts, or something to show what is holding the fence together. Right now they just look glued by magic. Over all "awesome". I'm learning from everyone as well.
03-06-2010, 07:15 PM
It all looks a bit too bright, I don't know if that's from the bloom or specular maps or what, but I think it needs to be turned down a notch.
03-06-2010, 10:34 PM
@winrar: thanks winrar for your ideas, ill fix and add more details in my level. The level looks blurry because i use LOD in post process.
@unspoiled: yeah, it is bright when you look in the sun, i use class SunFlares to make this stuff :)
03-06-2010, 11:23 PM
Nice work LeEco!
A fog volume in your worldspace would blent the sky into the rest of the scene.
03-07-2010, 03:04 AM
I meant on the rocks but that might be because of the sun flaring.
03-07-2010, 05:56 AM
@Thepriest: thanks, fog volume is a great idea.
@Unspoiled: im thinking about replacing the current sky by a night sky, so there is only fire which is a lighting soure. Anyway thanks :)
03-11-2010, 12:59 AM
When you make those changes, post some pics so we can see. If you take too long you might give up on it. I'm a fan of everyone's work. Did you make fog yet. It's really easy, just use an info actor.
03-11-2010, 05:37 AM
You said right winrar, i will keep going. But i have to finish my accouting assignments first :)).
THank you very much !!!
03-13-2010, 05:50 AM
Hehe updated scene: not many changes, removed the sky and sunflare and put the Fog Volume in, create a big bamboo watchtower on the mountain.
03-16-2010, 07:03 PM
Looking good, just put something up for the fire posts so they aren't floating in the air. I like the look out area. It looks cool up there. I mention some replication would fill in some areas of boredom. I love the bamboo type wood in which whoever stays in that camp uses to buld their building structures. So you probably can make some sort of in house, walk in hut or something with those wood pieces. If it's low poly and it's a tiles texture, that would be cool. Just alot of duplication in 3ds max but sort of like lego building. Anyway maybe make something to walk in instead of under, and some props like barrels, random fake weapons lying on tables, smoke coming from the fire, using a smoke emitter. One at a time of course, and I will keep a look out for more of your updates. Looks good though and thanks for the help and advice you've been giving me as well. Wait now that I keep looking at it, I keep picturing a giant mountain in the back because everything is so leveled. It can be easy because your level is dark and you won't be able to see the detail in the distance. Maybe a mountain shaped like Everest would be cool. Far in the distance but can still see it's outline and a little color detail. Maybe work on a tiled texture that looks like a blend of dirt, rocks,and grass, then tile it well on the one mountian. Then duplicate that low poly or medium poly mountain around the whole area. Bend it in different shapes so there won't be any exact replication of nature. Another method is alpha images of mountains. Render mountain scenes in Max and apply it to plane to save file size for your game. Just your mountains has to be alpha'd nice or to where we can't really notice. Just have to fool the players that's all. Except for the cheaters using God Mode.
03-19-2010, 12:37 PM
I have working on some stuffs last week. The type of the architecture has changed because I and my friend had another idea for the level. Replaced bamboo material by stone. Now we are aiming to Medieval Architect. It took me more than one week to research and rearrange the houses. It was quite hard for me because im not familiar to this type of architect (Im Vietnamese). However, thanks to Mr Google for helping me finding a lot of good stuffs LOL. Here are some scenes for you guys, hope you like it !!! And I would appreciate that you guys can gives me some comments to improve my level .
THanks you guys and Epic !!!
PS: sorry Michael, i still be lazy and have not made a post for my fire yet :o
03-19-2010, 12:57 PM
That looks brilliant Leego. I'm surprised at all the efford(the investigation and all) you placed at building that.
03-21-2010, 12:51 AM
A few updated scenes, more shields and daylight.
03-21-2010, 03:06 AM
This looks great. I like the feel of it and the lighting. I also like the house texture as well as the normal mapped brick texture. For the brick, the light seem to project shadows from what seem to be detailed poly but it's actually just texture. Looks real good. The armor looks good as well. I can tell it's low poly but not over done with unnecessary detail like alot of games. I would like to play this level so I can roam around and look in the house, and maybe cook some barbecue you got going on with that grill on the side. It still would be cool to add tall mountains in the background. Maybe snowcapped mountains in the distance. They kind of fit the scene to have a since of distance instead of one confined area. Or have the illusion of distance. If it is night time, then maybe you can add a sky but with stars that you can see through the fog. That easily could be a repetitve tiled black image with tiny dots. Nothing fancy. Maybe you could then put an emmisive on the sky image so the stars could glow. I'm always thinking too far ahead. That's why my brain hurts. Also if those are the houses, maybe you can set up an armory building where they run into to gather their shields and weapons. That would also be cool to run around and look in there and see what type of weapons they use lying around. Now maybe you can duplicate the houses as a town and change the texture for each one and dirty them up a bit, so that the player can venture to each house and see how some of them live. However you do it, everything looks great. As I can tell just by looking at it there is alot you can do and it does invite the player to venture. That's definitely a good thing. I never want to play a game if the first thing I look at looks like poo. Then there will be poo everyhere. I don't see any poo in you level.
03-22-2010, 02:43 AM
Niicey! I love the foliage!
03-26-2010, 07:18 PM
Added more videos LeECO. Check them out when you get chance. Still working on more right now.
My SATSC video WIP
Duplicating matinee interpactor animation onto another interpactor
(Examples: school of fish)
UDK Tutorial 02/27/2010 Importing 3dsmax whole character to UDK Part 1
UDK Tutorial 02/27/2010 Importing 3dsmax whole character mesh and animation into UDK for matinee and animated sequences Part 2
UDK Tutorial 02 27 2010 Importing 3dsmax whole character mesh and animation into UDK for matinee and animated sequences Part 3
UDK Tutorial 02 27 2010 Importing 3dsmax whole character mesh and animation into UDK for matinee and animated sequences Part 4
04-12-2010, 04:55 AM
"LeECO" What happened to ya? Still want the rigging tutorial or have you found one?
04-17-2010, 10:21 AM
hey im having the final test for this term, so yeh, im pausing the progress for a while !!! i will be back when i finish the final test. THanks for asking bro !!!
05-28-2010, 09:54 PM
Now now i have returned. This is my first character for this level.
I have just done the mesh so I imported to UDK just for testing if there is any problems happen for the mesh while importing. Fortunately, everything was fluent. Now I will rig and animate my character. My mesh is 5444 triangles, I use 2 diffuse maps (1024x1024) and 1 normal map (1024x1024):
And a question plz. I created a normal for the body and it seems ok when I rendered in 3dsmax. However, when I imported the mesh to UDK, the normal became weaker. I mean its hard to see the normal clearly. Does anyone has idea about increase the strength of normal map in UDK?
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