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#1 (permalink) |
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Industry Artist
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Competition #15 - Decs
HEyo there!
Its been a while to say the least.. had my first real vacation in a while and when a friend of mine sent me a link to this contest i felt i had to enter. Just too much fun ![]() So i've not gotten that far yet, ive just kinda blocked out the shape of the corner and done some quick high poly models. Not really touched the walls / floor as i will do that while im doing the texturing for it. I hope my corner is not deviating too much from the rules though.. Centerpiece prop doesnt look like much yet but i think the end result should be centerpiece worthy. Hope you guys like what you're seeing so far and i will return with more progress shots in the next few days as im about to do the high -> low poly models and start texturing. /S ![]() ![]() |
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| The Following User Says Thank You to decs For This Useful Post: |
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#5 (permalink) |
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Freelancer
![]() 127
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I really like the architectural style you have used, It's really detailed and interesting to look at. Will the scene be outdoors or indoors? And what type of texture will you apply to most of it? ie grungy/dirty or clean and sleek?
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| The Following User Says Thank You to A Sober Irishman For This Useful Post: |
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#6 (permalink) |
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Industry Artist
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Thanks guys, been working on this on / off for the last 3-4 days and ive gotten most of the main structure into unreal and have it textured to an alright state even though its very work in progress.. due to the size of the room im getting somewhat close to the polygonal limit so i will have to do some optimization around to avoid going over.
Will post some pictures once i have redone a walltexture that was really bothering me and imported the doorframes.. so hopefully tomorrow A Sober Irishman: Thank you for the comment and it will be an interior textured in a fairly clean and sleek style. It wont be worn and grungy thats for sure. ![]() |
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| The Following User Says Thank You to decs For This Useful Post: |
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#7 (permalink) |
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Industry Artist
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Really delayed update, sorry about that.. here is where i am currently at.. plenty of polys and texture to spare but i doubt i will have time/need to add much more to it to use up the budget. I will be redoing the pillars though.
The lighting really bothers me at the moment, its just a placeholder i put in for the texturing phase. I will start the proper lighting tomorrow and focus more on which areas are the key areas to highlight, at the moment it is very random and a lot of things are fighting for your interest. Hope you guys like it so far though ![]() ![]() Shots taken in roboblitz, i dont have UE3 at home so its the best i had.. one thing that bothers the hell out of me is that i cant get cubemaps or reflections to work in it.. nor am i able to alter the post processing.. is it broken in that editor or something? ![]() /S Last edited by decs; 23-09-2008 at 07:26 PM. |
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| The Following User Says Thank You to decs For This Useful Post: |
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#10 (permalink) |
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Industry Artist
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Thanks for the comments guy
Much appreciated. Here is some progress on the lighting.. after a bit of back and forth i decided to go for go for a bit more atmospheric look to it, this is just a quick test i threw togheter and i have yet a lot of stuff to do to get the lighting exactly as i want it. Its somewhat challenging to create the kind of lighting i want in unreal without any form of radiosity, guess ive just been spoiled on that front after working with illuminate labs products for so long now. I wont be updating this for a few days, got a beer festival coming up but as soon as i have something new i will post it Hope to be able to finish this in time. ![]() |
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| The Following User Says Thank You to decs For This Useful Post: |
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