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View Full Version : Zest Foundation - A Sci-Fi Modular Environment



ThiagoKlafke
06-09-2011, 01:44 PM
Hi everyone. This is a sci-fi environment I built in UDK using modular pieces. My goal with this project was to create an extensive and large environment using as few textures maps as possible.

I created everything in the environment except vegetation meshes which are UDK stock.

I'm currently writing an extensive tutorial about modular environments creation using this piece as a base. I'll post it here as soon as I finish it.

Please let me know what you think!

Screenshots:
http://www.thiagoklafke.com/misc/temp/Zest_HiRes_06.jpg
http://www.thiagoklafke.com/misc/temp/Zest_HiRes_01.jpg
http://www.thiagoklafke.com/misc/temp/Zest_HiRes_02.jpg
http://www.thiagoklafke.com/misc/temp/Zest_HiRes_03.jpg
http://www.thiagoklafke.com/misc/temp/Zest_HiRes_04.jpg
http://www.thiagoklafke.com/misc/temp/Zest_HiRes_05.jpg
http://www.thiagoklafke.com/misc/temp/Zest_HiRes_07.jpg

Some of the modular pieces:
http://thiagoklafke.com/images_2011/thiagoklafke_zestf_09.jpg

Thiago Klafke - Environment Artist
www.thiagoklafke.com

ThiagoKlafke
06-09-2011, 01:50 PM
This thread got lost after the maintenance so I'm reposting it.

I also can't get the tag to work anymore, is it broken? Here's what happens when I use it:
[shot]http://www.thiagoklafke.com/misc/temp/Zest_HiRes_07.jpg

Kuda
06-09-2011, 01:51 PM
wow that is nice!

Count_de_Money
06-09-2011, 02:16 PM
Well I said it once already and I'll say it again, it's really great looking and I love what you did using modular design here.

Blizzard_Edge
06-09-2011, 03:35 PM
Once again (since the forum rolled back), great work, and I look forward to any sort of tutorial.

And if ambershee and you come up with something crazy, I hope to see that as well. :D

*edit* I meant to ask -- I love how smooth and clean the pictures are. Did you use tiledshot to get them smooth like that, and/or did you use built-in anti-aliasing (MSAA in DX11)?

ThiagoKlafke
06-09-2011, 04:37 PM
Once again (since the forum rolled back), great work, and I look forward to any sort of tutorial.

And if ambershee and you come up with something crazy, I hope to see that as well. :D

*edit* I meant to ask -- I love how smooth and clean the pictures are. Did you use tiledshot to get them smooth like that, and/or did you use built-in anti-aliasing (MSAA in DX11)?

Just tiledshot + photoshop resizing!

Max Power
06-09-2011, 05:03 PM
Said it before and I'll say it again, love it! Glad to see you posting here.

DuskDweller
06-09-2011, 06:33 PM
You've got mail ;)

ThiagoKlafke
06-09-2011, 06:35 PM
You've got mail ;)

Sorry, I'll get back to you asap!

g0pher
06-10-2011, 01:04 AM
hi what about gameplay, you need developer ? I can help you

TimmerC
06-10-2011, 09:48 AM
Still looking fresh man! Totally prof

ilguano
06-10-2011, 11:05 AM
A w s o m e

erwilly
06-10-2011, 03:22 PM
I love the light and color style. Do you talk about the textures and light on your tutorial?

ThiagoKlafke
06-10-2011, 03:57 PM
I love the light and color style. Do you talk about the textures and light on your tutorial?

Yep, I'll cover everything about the creation of this environment!


hi what about gameplay, you need developer ? I can help you

I don't have any gameplay planned for this. It's just a portfolio piece really!

Fusedgore
06-10-2011, 10:21 PM
Nice Looking indeed

merc-ai
06-11-2011, 12:07 AM
Zest Foundation is still one of my favorite UDK environments.

MaKiPL
06-11-2011, 05:37 AM
Amazing Job!

TDTrigg
06-12-2011, 06:28 PM
impressive.. what program was used to model the assets..?

ThiagoKlafke
06-13-2011, 09:57 PM
impressive.. what program was used to model the assets..?

3DS Max for the meshes + Photoshop for textures.

Additional software: xNormal, nDO.

acrossthestars
06-14-2011, 07:18 AM
wow impressive work :)

flota113
06-14-2011, 07:54 AM
if you doing tutourials as good as design, I'm sure it will be brilliant.

hadi665
06-16-2011, 01:25 PM
big modeling !
very nice my friend

makan ansari
06-17-2011, 07:04 PM
It's really great, as best as Dead Space!

sueds
06-22-2011, 10:05 PM
Is the tutorial available ? Nice work

Ray Jones 312
06-23-2011, 12:09 AM
This is just awesome.

StroggCmd
06-27-2011, 10:20 PM
Holy crap, this is absolutely beautiful. Reminds me a lot of Dead Space 2 (minus the blood and necromorphs). I only say that because of the 'green', indoor sci-fi environment (visually appealing, lots of plants).

ThiagoKlafke
06-28-2011, 09:11 PM
Holy crap, this is absolutely beautiful. Reminds me a lot of Dead Space 2 (minus the blood and necromorphs). I only say that because of the 'green', indoor sci-fi environment (visually appealing, lots of plants).

Funny thing, a lot of people compare this to DS2. I've only played a bit of DS1 and I don't remember any areas to be as clean.

I saw some DS2 concept art recently and they looked really nice indeed. I'll try to play it once I get some games out of the way :)

Adamaeus
06-29-2011, 11:41 PM
This is some pretty interesting work! I really like it, the lines are clean, not jumbled, and bright. It's the antithesis of what you see in the majority of SF games these days. It reminds me very much of Mass Effect and especially of Knights of the Old Republic. Well done!

I really like the style too. If it's a public station, intended for use, then you've got it nailed perfectly; just the right balance of efficient straight lines and a bit of vegetation for eye candy. It's nice.

Warrior_For_God
06-30-2011, 11:55 PM
Very nice work, looks great! Very Mass Effectish
Looking forward to your tutorials

Hellclown
07-03-2011, 11:18 PM
What do the signs say? something about cool people?

ThiagoKlafke
07-08-2011, 05:31 PM
What do the signs say? something about cool people?

It's an ad for one of Zest Foundation's low gravity old people resort :)

ThiagoKlafke
07-08-2011, 05:39 PM
Hi Everyone,

I've finally finished that tutorial I've been promising since forever: Making modular environments in UDK.

In this tutorial I go over a lot of techniques that I learned when creating Zest Foundation. Although I used UDK for this tutorial the concepts can easily be adapted to other engines.

Let me know if you have any doubts or suggestions for topics that i didn't cover!

LINK: http://www.thiagoklafke.com/modularenvironments.html

Some pics:
http://www.thiagoklafke.com/misc/temp/Zest_HiRes_06.jpg
http://www.thiagoklafke.com/tutorials/modularenvironments/boundingboxes3.jpg
http://www.thiagoklafke.com/tutorials/modularenvironments/boundingboxes1.jpg
http://www.thiagoklafke.com/tutorials/modularenvironments/pivot_02.jpg

Blizzard_Edge
07-08-2011, 11:16 PM
Thanks for sharing the tutorial!

grimcat
07-09-2011, 08:40 PM
Beautiful. Thank you for taking the time to put the tutorial together.

shuriken88
07-26-2011, 12:43 AM
If there was ever going to be an Anachronox 2, it would probably look like this. I love it man, colourful futuristic enviromnents are sick.

7331Squall
07-29-2011, 01:00 PM
I'm sorry, i know this isn't the right place, but i think you'll be able to answer me.

I noticed some of the lights on your level are tube-like ones.

How did you set these lights in UDK?

I saw your Source Tutorial, and it says there you used a lot of texture lighting, but what about UDK? Emissive and Lightmass?

Or did you set this up with common lights?

If that's the case, how was this done?

When I set up a single light, it ends up illuminating only the middle of it, and if I use 2 the light halo looks like an 8...

Do you know how can I get these lights done?

Kuda
07-29-2011, 04:53 PM
When you click the mesh, you should see an option to "use emissive as light" somthing like that,

ThiagoKlafke
07-30-2011, 02:45 PM
I'm sorry, i know this isn't the right place, but i think you'll be able to answer me.

I noticed some of the lights on your level are tube-like ones.

How did you set these lights in UDK?

I saw your Source Tutorial, and it says there you used a lot of texture lighting, but what about UDK? Emissive and Lightmass?

Or did you set this up with common lights?

If that's the case, how was this done?

When I set up a single light, it ends up illuminating only the middle of it, and if I use 2 the light halo looks like an 8...

Do you know how can I get these lights done?

I only used simple lights. You can use the scale tool to increase the radius.

I made some tests with emissive lighting after I was done with this scene and although it generally gives better results it is also very hard to manage if you have too many light sources. I found a "fast" render of it on my ftp:
http://thiagoklafke.com/misc/temp/zest_2011_01.jpg

stevelois
08-06-2011, 03:00 AM
This level is so unique & well made :D

Awesome stuff !

Simply love all the work that as been done, top notch :)

Kibblesticks
09-26-2011, 06:40 AM
Thanks so much for the tutorial! Absoloutely fantastic work!

Zersixs
09-26-2011, 09:52 AM
thank you for the tutorial !