Here's where I've been clicking around in udk, based on a mirror's edge concept.
I love Mirror's Edge !!
Max Power..I really like that..well done ..
Max, its a good start but you still have a some way to go if youre going for a mirrors edge look. I think you need to use vertical and horisontal lines alot more, and relay heavily on smaller props to fill the scene to give it a better sense of scale and to fill out the empty spots. As it is, its looking very empty...
See how they break up the architecture alot with simple vertical or horisontal lines? They also use a few strong colours in conjunction with eachother rather than just having one, such as in your scene.
Again, lots of horisontal and vertical lines working together to make it look interesting. And notice the subtle dirt on the floor and a hint of wear and tear/water damage on the upper sections of the wall where it meets the ceiling. Also notice how smooth-looking it is. Its soft in its lighting yet strong, and vivid in colour composition. I see hard lines in your piecie, most notably the edge on the upper wall in the middle of the screen. A side effect of using BSP, im sure but you could make a smoothed corner peice as a mesh.
Vivid, interesting and colourful. They use skylight and big windows to great effect in Mirrors edge.
Make it more vivid, defined and work more on the composition on the overall scene and I think youll be able to pull this off nicly. I realize its early in development and that alot of the things I say are things you know, but better to be safe than sorry. Hope you can take some of the things I say to heart and work it into your scene.
Last edited by Drevlin; 01-06-2010 at 07:22 AM.
/ Tomas 'Drevlin' Lidstr÷m
Lighting artist, People can fly
WIP prefab, roughly based on a Greek / Roman Ionic pillar design.
Would there be a benefit to the way this is lit if I were to divide the rectangular polygons which make up the middle section into a larger number of smaller polygons?
It depends on how you are lighting it.
In UT2004 by default it used vertex lighting and extra verts would indeed help add detail to shadows that fall in that area and can still be used and I think is better for performance.
UDK can use light mapping which is what I usually prefer if I need detail. Just create a second set of UV's that are all in the 0 to 1 space and you are good.
Horances and the Buzz tuts cover the process in detail.
Depends, the "next-gen" way people typically do it now is to keep that lower-poly model there (though honestly you could make it much much more low poly). Then create one with many more polys like you mention (by "smoothing" or dividing up the model), and then bake a normal map from that high poly and it apply it to your lower poly. The normal map will give you, roughly speaking, the lighting of your high poly on your low poly model.
If you didn't want to make a normal map, you can also try smoothing the normals on those edges that make up the middle of the column. Smoothing normals will give it less of a hard-edge or faceted look.
Last edited by danimal'; 01-06-2010 at 11:53 PM.
well this is not really a game ... just an asset production/integration to test udk pipeline and render
originally, it was done for the uneartlhy challenge organised by gameartisan.org, but I didn't managed to finish it in time
technical specs are 250k tri for the whole scene and 4k maps of each kind (diffuse/spec/normal) i also use additionnal opacity and glow maps
all the shaders are made from scratch (very basic metal shader with a detail layersbased on UV2 for the normal)
there is also 2 heightfogs that gives the background gradient and some post process (desaturation, dark tones enhanced)
Last edited by jamis; 01-07-2010 at 04:21 PM.
Did you... MODEL THAT?
You must be a professional, right? xD
I teach game art for a living...have made a games for close to 15 years. I don't say WOW alot.
There are no words to describe how beautiful that model is
It's ok i won't tell everyone that i modelled that for you Jamis...
wow...very sick indeed...
(i will post my crappy models when the awesomeness of that post wares off...hmmm, that might take a while >_>...)
lol snap....thats very good ...
Hmm, interesting thread.
I thought I would take the opportunity to post a link to what me and a few others are working on right now. I'm posting a link because I'm far too lazy to post pictures, plus most of the stuff is on here. :P
Any comments and crits are more than welcome. Also, just for you guys to know, we are looking for certain talented individuals who think they have the skills to apply to our game, particularly in coding and the asset creation area.
Also, very good work by everyone, especially by Jamis on that floating ship effort, very nice work! I was also particularly fond of the parallax shaders earlier on, although I'm not sure who that was done by, again, far too lazy to search for a name, so kudos on that, whoever you may be.
Let me know what you guys think!
wow! so awesome!! really really nice model! congrats! wow
@rhinomatte : thanks man .. yes I'm currently working as a 3D modeler in a game compagny in france
@nickmark, fallen667, luditemu6ici, piranhi, dn2, GRoss and pedepano : wow, thanks a lot
@snufkin : Of course ... nobody should know... otherwise I can say goodbye to all the glory, money, girls and sportcars I have earned with this model...
@cupcakeman : well, I'm too lazy to setup a colision mesh for the whole things .. currently, the collision are setup with the base mesh... and the interior are not model (and will propably never be done) .. so i think the interest of the map is very low...
@strangelet : wow thanks ... but don't forget all the amazing job done for some tittle like assasin's creed, uncharted, some final fantasy and many more ... I'm very far behind them
I will update some more finished stuff soon ... it still needs some works... the biggest part are two giant wheels located on the 2 sides of the boat (inspired from lousiana steamboat ...) , powered by the 2 pairs of cylinders already placed. this gears are squelettal meshes .. so I have to look more further how set them up in the UDK (export, animset creation etc...)
That looks like it belongs in the Myst series, it's incredible! There is one thing that's bugging me about it though: the pathway leading up to the statue appears to be completely desaturated while everything else has at least a slight colouring too it. Maybe adding a subtle slate green/blueish tint would make it less jarring? Other than that tiny detail though, it looks absolutely amazing.
So I'm learning how to do hard surface modeling, never really done it before, here's my current gun in-progress. I built a basic mesh and I'm adding "hard" detail objects on top of it. It's fun but I'm pretty slow at it thus far. You can hopefully sort of see the idea of adding the harder surface bits on top of the basic mesh. In the end it should be pretty complex/layered with lots more of the hard yet "soft" stuff all over the gun:
Last edited by danimal'; 01-14-2010 at 12:12 AM.
This is such a n00b question, but how can I take a screenshot from the perspective viewport?
I tried what the udn site said (hold F9 plus Left Click) but I got nothing.
Do Build, Play in Editor and just F9. Then go to your UDK directory, I think its under UTGame, there's a ScreenShots folder.
Last edited by danimal'; 01-12-2010 at 01:22 AM.
Sweet Butterfly dude !!
Very nice !
Good colors, good constrats, very good mapping !
Just one point, I don't like the water on the butterfly screen.
Test menu for my game :
Very nice evilmrfrank, im doing forest type level too (without buildings)
Nice progress Shad, when you get it fully going, mind writing a tutorial about drawing to the HUD and how you set up your system? In case you're feeling generous Very cool all.
Last edited by danimal'; 01-19-2010 at 03:37 AM.
Awesome model Jamis! if you can build a nice surrounding scene, improve your lighting and throw in some effects and polish, you will have an awesome level!
I built this with UDK assets only, which wasn't very much (=limited creative freedom), in about 3 hours if I deduct the talking and explaining I did, for Eat 3D. It is an upcoming training video on UDK level design - http://eat3d.com/
The video will teach you how to build this very level from scratch, even with no experience with Unreal.