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Old 30-10-2009, 03:03 PM   #1 (permalink)
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Darkwatch Hangtown Church

UPDATE edited woodgrain

This is an Environment I have been working on recently based on the Darkwatch Hangtown Church concept by Farzad Varahramyan. Im pretty happy with it, being my first next gen environment and first use of the Unreal Engine. All shots are taken straight from the editors viewport with no pp effects and the breakdowns are maya viewport screengrabs. looking forward to more fun





















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Last edited by crazyfool; 03-11-2009 at 06:49 AM.
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Old 30-10-2009, 11:48 PM   #2 (permalink)
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awesome breakdown !

thanks a lot for sharing so much info

And pretty impressive work as well.

Edit: my only crit would be that the church lacks any kind of basement line.
It just needs something to structurally connect it to the ground. Wooden logs and stones usually do not just stick from the ground

And nice to see that u r actually using tiled textures with vertex color, not so many ppl benefit enough from this neat technique :P
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Last edited by Matroskin; 30-10-2009 at 11:55 PM.
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Old 31-10-2009, 05:19 AM   #3 (permalink)
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Wow Crazyfool. Long time no post I'm sure you used to be a character artist?

Looks badass, mate. The only thing I'd add is a depth of field PP effect, to really frame it nicely.

Great work
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Old 31-10-2009, 09:33 PM   #4 (permalink)
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thanks for the crits guys.

Im still a character artist My CVs pretty diverse now though having worked in most disciplines but times are tough and not alot of character jobs going so I thought I would try my hand at a full environment.

I left my job at Climax studios in august to get work closer to home and after 3 months of portfolio building I feel ready to start sending my CV out again. fingers crossed
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Old 31-10-2009, 10:30 PM   #5 (permalink)
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That is very nice indeed. Have you tried adding a hint of particle fog to the ground? As it is now it looks a bit too even, if you added some really low opacity particles (quite big) with a smokey texture it could break it up a little. Hopefully you know what I mean, it's a bit hard to describe. The fog needs a bit more randomness and maybe some tendrils etc... Make it a bit more creepy, less linnear The only negative thing is that the texturing looks a bit lazy, you haven't really bothered following the shapes of the models. You can see it on the circular window frame and the doorframe as well, it's just a simple texture laid on. You can't see it in the actual scene but I figured I'd point it out anyway since it looks a bit lazy. Still, the overall image is really nice so it's a job well done for sure.
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Old 03-11-2009, 05:15 AM   #6 (permalink)
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thanks for the crits Urgaffel, Im still to learn the unreal particle systems but I know exactly what you mean. The wood grain following the curves of the objects Im gonna fix today. silly mistake!!!!

many thanks
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