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#21 (permalink) |
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New Member
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I am doing the fifth element for my entry too, nice to see some other fans!
![]() If I didn't have a full time 3d job already, I might have leaned towards the exterior city shots. I thought this scene may be a bit too epic, but you guys are rocking it, keep up the nice work! ![]() |
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#22 (permalink) |
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Frequenter
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Cool, looking forward to seeing your entry modernaesthetic!
Here's some progress shots of some of the texturing i've done on the first two buildings on the right hand side of the scene. These screens are viewport grabs using metalbump9 with a spec, diffuse and normal map. I see a few seams and tiling issues i can fix as well as making the props blend nicer with the building. Constantly tweaking! ![]() ![]() ![]() Our progress updates are a little slow as we both work full time as well, but I think we can squeeze just the right amount of detail into this scene with the time and poly budget we have left I gathered a tonne of skyscraper reference this evening from google image and am confident we can get a nice spread of distance blend in U3 using building textures on alpha planes in the far distance mixed with the in-engine atmospherics. Can't wait to see what it will look like! |
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#23 (permalink) |
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Forum Leader
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Looks great so far, lets hope the polycount wont be too high.
The alphamap idea isnt bad, thats exactly what I did to create a skyline in a scene for a contest I modeled 2 months ago. But your buildings are only a couple of hundret meters away, dunno how itll look, youd need large texture maps :/ |
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#24 (permalink) |
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New Member
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Nice progress so far guys, take a peek at that photo reference again, you might want to knock back the diffuse value of the those metal objects on the building, and bring up the highlights on them with their reflectivity. They are pretty bright right now, when lit, they may come forward quite a bit. What i like about the reference image is the diffuse palette is pretty muted, and the brighter tones and color saturation are reserved for the light sources and reflections (ads and characters, cars). Makes the city feel dirtier.
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#26 (permalink) |
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Senior Member
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some more testing in ut3 (very rough) still getting used to it:
Just about finished the first Left building. Some more tweeks here and there to the specs and normals and then onto the next one! Im getting EXCITED! ![]() and TADA! ![]()
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My Portfolio Last edited by dukesy; 27-02-2009 at 07:34 AM. |
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#28 (permalink) |
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Senior Member
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thanks Pankake,
yes most likely going to ditch the harsh shadows and get them softer, once we figure out everything in ut3! lol man... Huge Learning Curving = True
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My Portfolio |
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#29 (permalink) |
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Senior Member
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Oh not at all, lightmapping meshes is really easy.
Throw a quick flatten map over the whole mesh on UV channel 2, import it into unreal and open up the mesh properties from the generic browser, where it says "lightmapCoordinates" or something, put that to 1 ( 0 is UV channel 1 and 1 is UV channel 2 and so forth), then there's a slot below it for lightmap resolution, put.. 1024 in that. Then place it in your scene and right-click>staticMeshActor properties>staticMeshActor>StaticMeshComponent>sta ticMeshComponent>Uncheck bOverrideLightMapResolution. Then build lighting. |
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