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Japanese inspired enviroment(First project)

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    Japanese inspired enviroment(First project)

    This is my first real project using UDK, seeing as I graduate from college in a year I plan on this being my first major portfolio piece for when I start looking for a job. I am taking inspiration from Edo era Japan but I plan on having my own spin on it. I have been working on this off and on for about a week so it is still very early.

    So please don't hold back on the critiquing
    [SHOT]http://img20.imageshack.us/img20/8387/asia4.png[/SHOT]
    [SHOThttp://img709.imageshack.us/img709/395/asia3.png[/SHOT]
    [SHOT]http://img560.imageshack.us/img560/2659/asia2.png[/SHOT]
    [SHOT]http://img828.imageshack.us/img828/1989/asia1.png[/SHOT]

    #2
    Everything looks really good so far Only thing I can really say is that it looks really empty, but that's only because you're still working on it.

    Comment


      #3
      Just a minor update, I am focusing on getting the inside done first.
      [SHOT]http://img18.imageshack.us/img18/2365/asia5u.png[/SHOT]
      [SHOT]http://img21.imageshack.us/img21/4674/asia6.png[/SHOT]
      [SHOT]http://img715.imageshack.us/img715/2408/asia7.png[/SHOT]

      Comment


        #4
        Great start! Feeling it already, your textures are very clean and fit perfectly. Especially fond of the floor material, would like to see something going on with that black wood? Probably unfinished as it is, I don't think it needs much more - just a hint of wood grain in the spec, just talkin. Lookin good

        Comment


          #5
          Please use the SHOT tag instead of the IMG tag. It is horrible how those huge images distort the web page and kill load time. Nice work though

          Best regards, Juan

          Comment


            #6
            I have the finished material for my floor lamp applied now.
            [SHOT]http://theonlyalexw.files.wordpress.com/2011/05/lamprender.png[/SHOT]

            Comment


              #7
              I'm guessing this is your reference since it's the first result for "Japanese Lamp" on Google.
              http://homedesigninterior.com/2009/1...-lamp-crimson/


              The mesh is simple, but fine. However, you need to set smoothing groups to correct the rounded appearance of the sides of the wood areas. And it would really help to model in the base of the reference properly to ground it. As it is, the top and the bottom are the same.

              You'll want to fix the direction of the wood grain in the UVs. It'd also be worth breaking the UVs of the tops/bottoms to give that diagonal cut of four boards being put together. Also, the UVs pinch the black border on the sides too much.

              The wood in the diffuse has a noticeable horizontal gradient of lighting. It's also duplicated information on the top/bottom half of the wood as well as the lamp area. It also has bright white specks on one side of it, in which both cases this texture should be leveled to remove.

              This texture could be 1/4 the size and have the same pixel data. The dark specks on the lamp area noticeably tiling.

              Here's an example of all that fixed



              The normal is simple, but again, it's fine.

              The specular is way too bright. Unless wood is soaking wet or polished this it has a very limited specular. Based on how grainy the wood texture is, it's not very polished. Next, the lamp areas are paper, they wouldnt' have any specular information at all.

              Comment


                #8
                Thank you for taking the time to show me what I should change, this is exactly what I was looking for. Information such as your post can only help improve me as a artist. About the texture size though as it is, it is 1024x1024 do you think I should cut it down to 512x512?

                Edit: Started on some of the changes you mentioned.
                [SHOT]http://img688.imageshack.us/img688/8138/lamp1.png[/SHOT]

                Comment


                  #9
                  Nice Max!

                  Hey the changes are already lookin better. Personally 512 is the max size I'd use for something so small, id go 256 or smaller if you can pull it off. Really depends on your overall goal with the level but if you plan on making it more dense and playable, always gun low.

                  Comment


                    #10
                    I seem to be having a issue with my modular wall. First off you can see the line when the next mesh starts and then I am also having some lighting issues when the two meshes are next to each other.

                    I have tried unwraping it three different times for both the main UvMap and the lighting UvMap. If anyone could point me in the right direction on how to fix this would be nice, I would like to get this fixed before I start working on the texture.
                    [SHOT]http://imageshack.us/m/40/2792/lightingandseamissue.png[/SHOT]

                    Comment


                      #11
                      Im guessing that the top part and the bottom part of the wall are separate from each other? Making things all one mesh (so no seams or separate geometry) can correct some lighting issues. So rather then dividing the wall horizontally try dividing it vertically.

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                        #12
                        The top and bottom half's are currently one mesh, Im thinking it has to be something with the UV's but I could be way off base. If I can't find a solution in the next day or so I may just have the outside wall all be one mesh.

                        Comment


                          #13
                          Think it may be that your second UV lighting channel has islands that are too close to eachother or the edges of the 0-1 UV space. The light when baking in UDK can leak to other faces. also make sure you have used for instancing ticked in the mesh editor.

                          Comment


                            #14
                            Originally posted by TimmerC View Post
                            Think it may be that your second UV lighting channel has islands that are too close to eachother or the edges of the 0-1 UV space. The light when baking in UDK can leak to other faces. also make sure you have used for instancing ticked in the mesh editor.
                            Yeah this is a good tip to remember. You'll always get some slight differences in edges being lit like that, it's just how the lighting works unfortunately. However, as an environment artist (if that's what you want to pursue), it's your job to cover up those visible seams with other stuff like simple meshes. Really helps break up stuff like that I find.

                            Also, are the light map UV co-ordinates set out properly? None of the faces should be overlapping at all. If you could post some images of the UV co-ords that'd be a better way to judge what may be going on.

                            Comment


                              #15
                              lightmapping is more than overlapping and spacing. The pixel alignment of the uvs must be accurate to the lightmap resolution in unreal. Here's a fairly in-depth video on that:
                              http://www.youtube.com/watch?v=ntx10JMl9f4

                              Comment

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