Results 1 to 29 of 29
  1. #1
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Brisbane, Australia
    Posts
    57

    Default WIP Japanese Temple Environment

    Starting work on a Japanese temple themed Environment. I've traveled to Japan a number of times and always wanted to model some of their traditional architecture, so here goes.

    Early days yet. No textures (just some temporary ones to aid with UV mapping), needs to be optimized for polycount, and no lightmaps (hence the lighting is all busted).

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Based off Shomaninaizen-do temple in Osaka. I plan on using the construction meshes and textures from this first temple to construct others.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    --- My Portfolio ---

  2. #2
    Redeemer
    Join Date
    Apr 2011
    Location
    Metro Manila, Philippines, Southeast Asia
    Posts
    1,438

    Smile Looks nice.

    Nice environment. Maybe a little exact height as the inspired photo below, but great work.
    “The internet to me is kind of like a black hole, and I never really go on it.” – Jennifer Lawrence
    Private Tux Area (my new site since Feb 13, 2013) | My UT99/UT2004/UT3 Voice Packs | UT2004 and UT3 Map Reviews
    UT2004 Voice Pack Creation Tutorial | Custom UT2004 Voice Pack Links | UTzone.de Downloads | Unreal Old Friends | @TuxAndroid93

    Other UT2004 links that are not voice packs:
    EGF UT2004 Full Releases Thread List | Public Icons Team Symbol Pack | LINK Model from The Legend of Zelda | Chuck Norris Model
    Essential custom UT3 characters by euchreplayer23:
    Transformers Character Pack | Video Game Character Pack | Girls of 'Gears of War' + Girls of 'Borderlands' + Other Character Packs


    Please don't send me any questions via e-mail/PM on the Internet. I'm a busy man and no time to respond those messages.
    To all UT2004/UT3/GOW modders, don't use GameFront because their FAQ is terrible and downloads not supported in some territories. Click here to find out how.

  3. #3
    Iron Guard
    Join Date
    Jun 2008
    Posts
    818
    Gamer IDs

    Gamertag: Black Fang666

    Default

    Beautiful modelling. Is it UV mapped? I can't wait to see when you finish the textures.
    Want to collaborate? Want to chat UDK? Message me on Skype, Craig Delancy. Check out my UDK Youtube channel: http://www.youtube.com/user/xblBlack...ew=0&flow=grid

  4. #4
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Brisbane, Australia
    Posts
    57

    Default

    It is UV mapped, using some quick working textures. No doubt some of the mapping will change before it's finished though.
    --- My Portfolio ---

  5. #5
    MSgt. Shooter Person
    Join Date
    Mar 2012
    Posts
    52

    Default

    Japanese ancient architectures are usually styled,so I think it is not very easy to work on,but your model is very good,similar with the original picture.
    All beautiful things come from life and a render farm !

  6. #6
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Brisbane, Australia
    Posts
    57

    Default

    I was hoping to post updates to this far more frequently, but unfortunately real life has been rearing it's ugly head this past week.
    Never the less I've managed to get a few other props built and some first pass texturing done.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Hopefully once this weekend is over I'll be able to get stuck into this environment a bit more and post more frequent updates.
    --- My Portfolio ---

  7. #7
    Veteran
    Join Date
    Sep 2006
    Location
    Newcastle, UK
    Posts
    6,936
    Gamer IDs

    Gamertag: ambershee

    Default

    Looks like a great start on the textures
    - Please do not send me questions regarding programming or implementing things in UDK via Private Message. I do not have time to respond and they are much better answered in the forums. -

  8. #8

  9. #9

    Default

    This is coming along nicely man, keep us updated

  10. #10
    MSgt. Shooter Person
    Join Date
    Feb 2011
    Posts
    213

    Default

    I've modeled a temple based on the Shrine at Ise to render with Maya/Mental Ray, so I can tell what level of detail you've gone for. Love this one, really nice work.

  11. #11
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Brisbane, Australia
    Posts
    57

    Default

    Spent today obsessing over what is probably too small a detail to care about.

    Compare the two images in this screenshot:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    The smaller struts along the top of the recessed section have always been in the material, but I decided to try to include some of the other details a well to cut out a few polys. Problem is I can't get them looking as nice as I would like. But I've been looking at it for hours now so I need fresh eyes on it. What do you think? Does it work? Is the mesh version vastly superior? Should I stop obsessing and move onto something more important :P The luxury/curse of no deadline

    here's a highlight of what I'm talking about:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version


    Also, does anyone know how to solve this problem:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    I think if I could push the bump offset values further I could get the effect I want, but if I push the Height Ratio too far I get the problem above. It can be fixed (sort of) by playing with the Reference Plane but pushing that too far causes other errors. It's annoying as I'm not pushing the values very far as it is. Does anyone know any way to minimize this problem?

    Edit: This is what the heightmap looks like
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Last edited by LiveWireDX; 06-17-2012 at 06:55 AM.
    --- My Portfolio ---

  12. #12
    Iron Guard
    Join Date
    Jun 2008
    Posts
    818
    Gamer IDs

    Gamertag: Black Fang666

    Default

    The bump version looks good, I wouldn't be able to tell the difference if you hadn't told me.
    Want to collaborate? Want to chat UDK? Message me on Skype, Craig Delancy. Check out my UDK Youtube channel: http://www.youtube.com/user/xblBlack...ew=0&flow=grid

  13. #13
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Los Angeles, CA
    Posts
    174
    Gamer IDs

    Gamertag: ST Omega

    Default

    That's looking purty good buddy!
    Environment Artist
    Spark Unlimited
    Lost Planet 3

  14. #14
    MSgt. Shooter Person
    Join Date
    Jun 2011
    Location
    Germany
    Posts
    301

    Default

    Quote Originally Posted by LiveWireDX View Post
    Also, does anyone know how to solve this problem:

    I think if I could push the bump offset values further I could get the effect I want, but if I push the Height Ratio too far I get the problem above. It can be fixed (sort of) by playing with the Reference Plane but pushing that too far causes other errors. It's annoying as I'm not pushing the values very far as it is. Does anyone know any way to minimize this problem?

    Edit: This is what the heightmap looks like
    The bump offset is quite limited. You'll probably won't achieve the look you are aiming for because the height ratio has only a small range of usable values. The reference plane value should actually match the darker grey of your heightmap.
    One thing you can do though is blurring the heightmap. This makes the transition more smooth and artifacts will occure later.
    3.1415926535
    Blog

  15. #15
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Brisbane, Australia
    Posts
    57

    Default

    Quote Originally Posted by mAlkAv!An View Post
    The bump offset is quite limited. You'll probably won't achieve the look you are aiming for because the height ratio has only a small range of usable values. The reference plane value should actually match the darker grey of your heightmap.
    One thing you can do though is blurring the heightmap. This makes the transition more smooth and artifacts will occure later.
    I was afraid of that The height map is already blurred a little. I've played around with it a bit to some effect, but not enough to counteract the amount of bump I wanted unfortunately.

    I've decided to go with the bump textured version rather than the mesh. Looking at it again this morning I was like: "what was I thinking, you can hardly tell the difference". I'll just have to accept that I can't push the offset out too far.
    --- My Portfolio ---

  16. #16
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Brisbane, Australia
    Posts
    57

    Default

    Most of the texture work is done now, except for the the ridges that run along the to the roof diagonals (they're still using an old blockout texture).

    I want to give all the textures another pass before the scene is finished, - especially the green metal parts, I'm not happy with them - but for now I've enough of the temple. I'll finish off the ridges first thing tomorrow then move on to other props and the rest of the environment.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    --- My Portfolio ---

  17. #17
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Brisbane, Australia
    Posts
    57

    Default

    Torii Gate!

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    --- My Portfolio ---

  18. #18
    Redeemer
    Join Date
    Apr 2011
    Location
    Metro Manila, Philippines, Southeast Asia
    Posts
    1,438

    Default

    All of these environments and assets just very perfect and pure imaginary, keep it up matey!
    “The internet to me is kind of like a black hole, and I never really go on it.” – Jennifer Lawrence
    Private Tux Area (my new site since Feb 13, 2013) | My UT99/UT2004/UT3 Voice Packs | UT2004 and UT3 Map Reviews
    UT2004 Voice Pack Creation Tutorial | Custom UT2004 Voice Pack Links | UTzone.de Downloads | Unreal Old Friends | @TuxAndroid93

    Other UT2004 links that are not voice packs:
    EGF UT2004 Full Releases Thread List | Public Icons Team Symbol Pack | LINK Model from The Legend of Zelda | Chuck Norris Model
    Essential custom UT3 characters by euchreplayer23:
    Transformers Character Pack | Video Game Character Pack | Girls of 'Gears of War' + Girls of 'Borderlands' + Other Character Packs


    Please don't send me any questions via e-mail/PM on the Internet. I'm a busy man and no time to respond those messages.
    To all UT2004/UT3/GOW modders, don't use GameFront because their FAQ is terrible and downloads not supported in some territories. Click here to find out how.

  19. #19
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Brisbane, Australia
    Posts
    57

    Default

    Blocking out of terrain + work begun on second building

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    --- My Portfolio ---

  20. #20
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Brisbane, Australia
    Posts
    57

    Default

    A lot of bits and pieces done this week. New bridge, some work on the landscape textures, learning how the foliage and decal systems work, begun replacing some of the blockout rocks with final meshes, and a bit more blocking out of landscape with some quick trees and shrubs that look like giant cabbages
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Playing around with the landscape textures and a vertex blend material on the rocks to blend them into the terrain. Works pretty well I think and the illusion should be seemless once some grass and other foliage is placed around it.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    --- My Portfolio ---

  21. #21
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Brisbane, Australia
    Posts
    57

    Default

    It's been quite a while since my last update, it didn't help that I had another project pop-up a few weeks back that took priority, but I'm finally back into it. I've been spending most of my time working on getting the trees and foliage looking right. Playing around with various modeling pipelines and experimenting with shaders. I'm fairly happy with it now, and can start building a whole host more of them. The small yellowish shrubs need a bit of work still though I think.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    --- My Portfolio ---

  22. #22
    Redeemer
    Join Date
    Apr 2011
    Location
    Metro Manila, Philippines, Southeast Asia
    Posts
    1,438

    Thumbs up

    Very inspiring! Great use of lighting and blooms. Some new spring themes, trees, grasses, and the temple may be useful.
    Last edited by Private Tux; 08-09-2012 at 08:59 AM.
    “The internet to me is kind of like a black hole, and I never really go on it.” – Jennifer Lawrence
    Private Tux Area (my new site since Feb 13, 2013) | My UT99/UT2004/UT3 Voice Packs | UT2004 and UT3 Map Reviews
    UT2004 Voice Pack Creation Tutorial | Custom UT2004 Voice Pack Links | UTzone.de Downloads | Unreal Old Friends | @TuxAndroid93

    Other UT2004 links that are not voice packs:
    EGF UT2004 Full Releases Thread List | Public Icons Team Symbol Pack | LINK Model from The Legend of Zelda | Chuck Norris Model
    Essential custom UT3 characters by euchreplayer23:
    Transformers Character Pack | Video Game Character Pack | Girls of 'Gears of War' + Girls of 'Borderlands' + Other Character Packs


    Please don't send me any questions via e-mail/PM on the Internet. I'm a busy man and no time to respond those messages.
    To all UT2004/UT3/GOW modders, don't use GameFront because their FAQ is terrible and downloads not supported in some territories. Click here to find out how.

  23. #23
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Brisbane, Australia
    Posts
    57

    Default

    This will be my last update for a while. I made a rather last minute decision to travel to Europe for a couple of months with friends, and while I pushed to get this environment finished before I left there is still a little bit of work left to do when I get back in November. In the mean time, here's some shots of where the scene is currently at:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    --- My Portfolio ---

  24. #24
    MSgt. Shooter Person
    Join Date
    Aug 2010
    Location
    USA
    Posts
    39

    Default

    Holy **** that looks good. Awesome work.
    I'll learn as I go.
    How's that working out for you?
    Not so hot.

  25. #25
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Los Angeles, CA
    Posts
    174
    Gamer IDs

    Gamertag: ST Omega

    Default

    Tearing it up son!

    awesome work!
    Environment Artist
    Spark Unlimited
    Lost Planet 3

  26. #26
    MSgt. Shooter Person
    Join Date
    Apr 2011
    Location
    Hamburg, Germany
    Posts
    118

    Default

    lovely work, keep smashing it after your back from europe travels
    Project Manager
    Critical Point: Incursion Project Site & Studio Site
    CP:I are recruiting: link here
    Check our our Showcase thread here: link here
    Check our our Facebook page here: link here

  27. #27
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Location
    Manchester, UK
    Posts
    215

    Default

    veryyyy nice! Great work!

  28. #28
    Skaarj
    Join Date
    Jul 2011
    Location
    Australia
    Posts
    28
    Gamer IDs

    Gamertag: Sziada PSN ID: sziada

    Default

    Loving it already mate, looks stunning

  29. #29
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Location
    Perth Australia
    Posts
    67

    Default

    You definality have an eye for detail.
    well done =)


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.