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Castel

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    Castel

    Hi everyone. This is my first post on these forums. I´ll start by posting the first images of a personal project I have started in UDK.

    Until now I have done only base modeling and texturing. I have not even touched on the illumination yet so, sorry for the boring illumination in the screenshots.

    I am doing this on my spare time, it may take a while for an update but it will come.



















    http://3.bp.blogspot.com/_xRpwhpAroh...Castel_010.jpg

    http://4.bp.blogspot.com/_xRpwhpAroh...Castel_011.jpg

    http://2.bp.blogspot.com/_xRpwhpAroh...Castel_012.jpg

    http://4.bp.blogspot.com/_xRpwhpAroh...Castel_013.jpg

    #2
    Looks good.
    Tesselation could be improved though. There are quite a few superfluous poly's.

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      #3
      very good matey..The inner walling material of castle tower stairwells needs too be fixed up...Other than that I like it .

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        #4
        The floor textures need scaling down, a lot.

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          #5
          nice castEL haha
          haha only kiddin dude

          looking good so far

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            #6
            Great modelling work, looking forward to seeing this finished.

            Comment


              #7
              Yer I would take a look at the Texel density (texture scale) of the floor as it seems way out of whack with the rest of it. But looks good overall.

              Comment


                #8
                reminds me DM-Barricade from first UT

                Comment


                  #9
                  I have almost finished the interior of one of the towers.

                  I made a video to show the illumination with moving shadows and gfx...

                  http://www.youtube.com/watch?v=FN4N3Qyanb0





                  Comment


                    #10
                    It's coming along nicely, good work.

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                      #11
                      Looks really nice.

                      Comment


                        #12
                        looks sweet i understand you are using dynamic shadows right?

                        I tried to figure out how to make static shadow maps to work with static meshes [there uvw remaping option in static mesh editor which enebles them, works nicely for having soft shadows or in more complicated scenes]...

                        Comment


                          #13
                          ivangraphics, yes, all dynamic. I opted for dynamic shadows mostly because I wanted them to move with the flickering of the flames... and also to avoid all the hassle of configuring lightmaps. 8P

                          Comment


                            #14
                            Does anyone know if there is something wrong with lens flare?
                            I used them before and they worked fine, I tried to make one now and couldn't get the image to show.
                            Tried making a material like one in the examples, didn't work. Tried to plug the texture directly in the emissive, didn't work.
                            In the lens flare, tried to put the material as source, didn't work. Tried to put as another element, didn't work.

                            I get the feeling I'm missing something but I can't find any clue in the documentation.

                            Comment


                              #15
                              Originally posted by Samize View Post
                              ivangraphics, yes, all dynamic. I opted for dynamic shadows mostly because I wanted them to move with the flickering of the flames... and also to avoid all the hassle of configuring lightmaps. 8P
                              Have you considered using dynamic lights and lightmaps? I have found this to be the way to go so you get a nice bounce of light in the environment and avoid all out blacks.
                              Would be interested to hear more about performance on this one.

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