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My First 2 Days (WARNING: 8 Large Sized Pictures)

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    My First 2 Days (WARNING: 8 Large Sized Pictures)

    Hello Everyone,

    I have just spent 2 days learning about Level Design using the UDK. I followed a tutorial on 3D Buzz to get the general shape of the room the bar down the middle and the shelves. It then it tells you to fill it and light it however you wish after giving you an idea how its done.

    Any tips, suggestions, comments etc are more than welcome. For the room with the Blue Light, I was playing with different lighting effects, one of which fades the colour in slowly and fades it out when you leave that light box.. can't remember what the options was already lol

    This is what I have done so far:

    [shot]http://grayski.co.uk/UDK/WIP1-1024.jpg[/shot]
    [shot]http://grayski.co.uk/UDK/WIP2-1024.jpg[/shot]
    [shot]http://grayski.co.uk/UDK/WIP3-1024.jpg[/shot]
    [shot]http://grayski.co.uk/UDK/WIP4-1024.jpg[/shot]
    [shot]http://grayski.co.uk/UDK/WIP5-1024.jpg[/shot]
    [shot]http://grayski.co.uk/UDK/WIP6-1024.jpg[/shot]
    [shot]http://grayski.co.uk/UDK/WIP7-1024.jpg[/shot]
    [shot]http://grayski.co.uk/UDK/WIP8-1024.jpg[/shot]

    #2
    looks really nice so far. Why are you not showing the scenes with textures? Depending on how light/dark the textures are, your scene lighting could change dramatically.

    Couple things I would do:
    1. Tone down the SSAO. Thats the ambient occlusion created from the post process console.

    2. Tone down your fill lights, and work in increasing your local lights. What I mean is that you have physical looking lights but they're influence in the scene is dramatically decreased because of how bright your fill lights are. The relationship between key lights and fill lights is a nuanced artform.

    3. Maybe add some sort of geometry around your opening between rooms.

    Comment


      #3
      Hey percydaman,

      Thank you very much for your feedback and your suggestions. I was going to take some screenshots with textures on next I just thought the screenies looked quite cool without them.

      The lighting is deffo something that is going to take a while to get a hang of. Been having loads of fun changing 1 thing and having to spend 5 minutes to rebuild the whole thing to see if its what I like lol.

      I'll certainly see what I can come up with this afternoon when I get another couple of hours to mess around!

      Comment


        #4
        First, here's a trick that'll let you post a lot of big pictures without needing to warn everyone. It's a custom tag that they made for these forums:
        http://forums.epicgames.com/showthread.php?t=716877
        It'll resize the pics so that they'll fit in the thread. They can be clicked to view them at full size. So, you can post pics as large as you want as long as the url has shot tags around it.

        I second the need to drastically reduce or turn off your Post Process Ambient Occlusion effects. That's what's making those black outlines around your objects. You can turn it off for now by going to View-World Properties, and going down to the Post Process effects and clearing the check box to the right of AO. Keep the AO under lightmass enabled though. That one works fine.

        For your first tutorial level, this looks really good.

        Comment


          #5
          Originally posted by Wyldhunt View Post
          I second the need to drastically reduce or turn off your Post Process Ambient Occlusion effects. That's what's making those black outlines around your objects. You can turn it off for now by going to View-World Properties, and going down to the Post Process effects and clearing the check box to the right of AO. Keep the AO under lightmass enabled though. That one works fine.
          Thanks! I already wondered why UDK had so incredibly bad shadows that change depending on the angle you look at them.

          Comment


            #6
            nice work u did better than meh :P , i agree with Crusha there is somthing is wrong with the shadows

            Comment

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