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    Fissure WIP

    This is my first project in UDK after spending a couple of months learning 3ds max I decided to try moving into real time environments. It is inspired by a combination of the Cyan Worlds Myst Series and Half life.
    The aim is to make a highly interactive and 'beautiful' environment.

    The story behind the environment is a community built into a fissure in the desert making use of the environment to generate energy etc.

    Update: 29/09/11 : Added Accomodation pics



    WIP Screenshots:

    [shot]http://www.sbland.co.uk/environment/3.jpg[/shot]
    Circulation System
    [Shot]http://www.sbland.co.uk/environment/7lowres.jpg[/Shot]
    [shot]http://www.sbland.co.uk/environment/8lowres.jpg[/shot]
    Accomodation design

    #2
    I am impressed, very well done. And you are just months into starting 3d?

    Steven

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      #3
      Need original music?

      Comment


        #4
        Originally posted by UnWheelModeller View Post
        I am impressed, very well done. And you are just months into starting 3d?

        Steven
        I used blender a long time ago but decided to return to 3d work when i got a copy of 3ds max last january and started learning while doing my Arch degree.

        Originally posted by MatiasCastro View Post
        Need original music?

        Im thinking of getting a team together once I get the content finished to put it together as a complete level (scripting, music etc). Send me a link of your work and il have a listen.

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          #5
          Here you can hear some music.

          http://www.goear.com/listen/1560017/...-matias-castro
          http://www.goear.com/listen/031ee5c/...-matias-castro

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            #6
            Finished accomodation section see First Post

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              #7
              Do you like my music?

              Comment


                #8
                Originally posted by MatiasCastro View Post
                Do you like my music?
                Yeah... Once I get to the other content done I'll let you know.
                Im looking for something very desert blusey like this: http://vimeo.com/10314280

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                  #9
                  I really like what you've done so far. My first impression was that it seemed more like snow than sand. I'm not sure if white sand is what you were going for but you might want to add a hint of red or yellow to help it stand out.

                  Comment


                    #10
                    Originally posted by IndigoJack View Post
                    I really like what you've done so far. My first impression was that it seemed more like snow than sand. I'm not sure if white sand is what you were going for but you might want to add a hint of red or yellow to help it stand out.
                    It looked almost like the lighting hadn't been built to me, rather than the wrong color for the sand(which I recognize as one of the included materials).

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                      #11
                      I cant build the lighting because of the problem building lighting on large landscapes ! The included sand texture was removed a couple of builds ago...this is one I made myself.

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                        #12
                        I haven't heard of any problem building with large landscapes. Have you tried using several smaller landscapes in streamed levels? or maybe even just switched over to static-meshes for terrain?

                        You could also build without lightmass.

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                          #13
                          Originally posted by Hellclown View Post
                          I haven't heard of any problem building with large landscapes. Have you tried using several smaller landscapes in streamed levels? or maybe even just switched over to static-meshes for terrain?

                          You could also build without lightmass.
                          Not a bad idea I will try that. Building without lightmass didnt help.

                          Comment


                            #14
                            The problem is not with the landscape size. It is with the UDK 64 bit build. If you build the lighting in the 32 bit editor, it will work and complete. You just have to use the 32 bit version for landscapes bigger than 509 x 509.

                            Comment


                              #15
                              why not to use dominant directional light instead of prerendered one ? It should to work

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