Some fly throughs of the environment in UDK.
Detailed Lighting only
Fully Lit and Textured
Wednesday, 1 May 2013
Updates and changes in UDK
Some notable changes:
- Floor tiles are now sets of tiles instead of individual. This is more efficient for the engine and lightmass.
- Walls have been replaced with meshes now from brushes. This is more efficient for the engine.
- Tree replaced with lower poly model with normal maps produced with mudbox to add detail.
- Added plants. These are just a series of planes at various angles with a texture with an opacity map.
Environment UDK Test
This video shows the first assets put into UDK. The walls are created with brushes so I could get the sizing right. After some experimenting I kept them this size.
The floor tiles are all individual so I could get as much variation and options when placing them. The large plant in the center is only a place holder too as its topology is messy and not very efficient.
More Concepts
This was another concept I started to model but it was at this point I stopped and began work on an interior environment.
I created this scene and rendered this image out. I liked this concept more because I felt that I could have a greater contrast between the nature and human elements of the scene as nature is taking over the structure.
Heres the final paint over.
This environment interested my and I felt I could do my best work with it over the others so this is the concept I choose.
I created this scene and rendered this image out. I liked this concept more because I felt that I could have a greater contrast between the nature and human elements of the scene as nature is taking over the structure.
Heres the final paint over.
This environment interested my and I felt I could do my best work with it over the others so this is the concept I choose.
Another concept
Another 3D model to paint over
The finished paint over.
With this concept I went for a duller and browner appearance. The rust and the plants share a similar colour palette but I think this makes the whole scene blend together.
Concept Workflow
For this project it required me doing more 2D art work, something I shy away from. I'm not as fond of 2D painting compared to 3D. I often find that using 3D I can quickly get my ideas down and in a program which allows me to take nice renders or enables me to change lighting or the camera angle with ease.
For this project I was planning on combining both my 3D and 2D to create concepts and ideas. I began with models in max and picked flat colors for the different parts of the models.
For this project I was planning on combining both my 3D and 2D to create concepts and ideas. I began with models in max and picked flat colors for the different parts of the models.
After picking a angle I like I render out the image and take in to photoshop were I fade it out ready for the next step.
I draw sketchy lines as a rough guide for detail.
Then I create a new layer and fill the whole layer with a dark colour. I then use layer mask to cut into the colour fill to pick out light areas and detail.
Here I add a layer of colour under the other layers.
finally I add more detail and highlights.
Some fixes with the levels tool and one done concept.
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