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UDK scene progress thread

  • KoKo5oVaR
  • October 20, 2011 at 7:42 AM
  • KoKo5oVaR
    • October 20, 2011 at 7:42 AM
    • #1

    Yo guys !

    So everyone already seen it i guess, but i'm still making a progress thread for my scene; First to share it with you guys, getting me motivated , and having everything in one place, as i find it more easy to find my stuff in mapcore than on my pc :derp: .

    So here's the rough concept of the global composition of the scene : so it's all very inspired from the environments of tekkon kinkreet an anime (lol)

    [Blocked Image: http://kokosovar.free.fr/tekkonsketch.jpg]

    I still need to get colors in there, but i received some critics that i still lack a point interest in the composition (ie: a human presence i guess) so i still need to figure that out before

    I started the scene in 3DS max thanks to xoliul shader (and to you nysuatro as i happen to just know you were part of its development )

    I want to get everything of the composition made in 3ds before going to udk, to be able to cut geometry, reuse texture more freely and such; And then have the final lighting, shaders and post process in UDK

    [Blocked Image: http://kokosovar.free.fr/tekkon3ds.jpg]

    So far nothing much new , i have some screenshots of some assets

    http://www.kokos.fr/portfolio_final/tek ... ottoir.jpg

    http://www.kokos.fr/portfolio_final/tek ... istrib.jpg

    So yeah more to come soon :]]

  • PogoP
    • October 20, 2011 at 9:17 AM
    • #2

    You should probably block out more of the scene before going in and detailing everything. What you have so far looks nice though!

  • smn_fhs
    • October 20, 2011 at 9:28 AM
    • #3

    Good stuff, waiting to see where this goes....

  • KoKo5oVaR
    • October 20, 2011 at 10:58 AM
    • #4

    Thanks guys !

    PogoP : sure yeah that would more reasonable

    Made a window this morning; needs a cubemap!!! but i'm not sure marmoset does it

    [Blocked Image: http://kokosovar.free.fr/window01.jpg]

  • -HP-
    • October 20, 2011 at 11:09 AM
    • #5

    Sexy! Keep up man.

    [Blocked Image: http://www.kokos.fr/portfolio_final/tekkon/screen_trottoir.jpg]

    This is looking sexy in particular, what was your workflow on that difuse map?

    The spec could do with some work, It's too dark and it should be more contrasty. Add some more information in there as well, I'm sure you can put some more visual information on there, without making it look too busy. Also, the orange stripe is a bit too saturated and bright on the spec.

    As I understood, you're going to tackle the full environment based on that concept, right? I'm not a big fan of these environments on pedestals. So with that being said, and like pogo mentioned, make sure you block out, and get the scale for your stuff right, before going in and detail it all up and start to sculpt, texture, etc. It may save you hours of headaches.

  • Jenn0_Bing
    • October 20, 2011 at 11:16 AM
    • #6

    Here we go, I will be watching this one with great interest.

    I particularly like all those chips and weathering on those concrete props. Out of interest how high is the triangle count on those pieces?

    EDIT: I just spotted it on that pavement tile, awesome. It looked much higher than that to me, good normal map .

  • sarge mat
    • October 20, 2011 at 11:22 AM
    • #7

    Looking really nice. This is going to be a very intresting one to watch.

  • KoKo5oVaR
    • October 20, 2011 at 11:58 AM
    • #8

    Thanks a lot guys :)

    Quote

    ":cl79eirg]As I understood, you're going to tackle the full environment based on that concept, right? I'm not a big fan of these environments on pedestals. So with that being said, and like pogo mentioned, make sure you block out, and get the scale for your stuff right, before going in and detail it all up and start to sculpt, texture, etc. It may save you hours of headaches.

    Yeah that's the idea, i know in the end it won't be something "usable" ingame :/. The main problem is the time, ( otherwise France will stop giving me money ) I know i could use modularity to speed up but i'm not totally confident with it and i want a composition that looks straight from an illustration !

    My workflow for the texture is actually quite simple :

    I get the Normal and Ao from the highpoly with Xnormal

    Get them in photoshop, and then make the cavity map from the normal map with Ndo (thanks teddy ) I find it quite useful to make the highlight map

    For some models i also bake the Ao from the lowpoly, to fit a bit more the geometry of the lowpoly

    Add a layer of middle grey as a background and then paint more volumes like heights etc, sometime i use a heightmap from Xnormal to do that job; and basically that's it, i have my basic volumes.

    then goes the texture / color variations etc,

    I uploaded the .psd in case you want to check it out http://kokosovar.free.fr/pavement.zip

  • kleinluka
    • October 20, 2011 at 3:43 PM
    • #9

    Very nice work. Love the style

  • Minos
    • October 20, 2011 at 3:50 PM
    • #10

    Go Kokoz <3

  • mjens
    • October 20, 2011 at 3:57 PM
    • #11

    Awesome concept! Go go go!

  • D3ads
    • October 20, 2011 at 6:33 PM
    • #12

    Your imagination is amazing, I would never come up with some of this stuff in a million years! Can't wait to see this finished

  • Nysuatro
    • October 20, 2011 at 7:24 PM
    • #13

    Glad to see you back in action.

    Let me know if you have any problems or requests with the xoliulshader.

  • Rick_D
    • October 21, 2011 at 10:39 PM
    • #14

    koko .. when .. when did you become .. a god?

  • Mazy
    • October 21, 2011 at 11:25 PM
    • #15

    Fucking love it so far, can't wait to see the final results~~

  • dux
    • October 22, 2011 at 12:05 AM
    • #16

    Richard 4 presidente. This is gonna look great when it's finished.

  • KoKo5oVaR
    • October 22, 2011 at 2:24 AM
    • #17

    Wow thanks for all the love guys !! it gets me all motivated !!

    Quote from Rick_D

    koko .. when .. when did you become .. a god?

    Dude thanks, it's way too much, no false modesties there, i guess it's since i started making some broken blocks of concrete in 3D with zbrush... all of this is actually very strange

  • knj
    • October 22, 2011 at 9:12 AM
    • #18

    Koko, mmmm sexy for real

    can you tell me which brushes do you use ? or it is that same stuff you've allready told me when i was asking about my cracks, my lead still thinks that my cracks sux ass

  • Thurnip
    • October 24, 2011 at 5:01 PM
    • #19

    wow!!! nice start indeed!

    gorgeous concept! and the assets are pretty too.... go go go

  • KoKo5oVaR
    • November 2, 2011 at 6:51 PM
    • #20

    Thanks guys

    Alright nothing really intresting to see so far, but just to let you know guys that i'm still working on it (lololololol)

    Dedicace to my dog; keep well bro

    [Blocked Image: http://kokosovar.free.fr/screentekkon02.jpg]

    [Blocked Image: http://kokosovar.free.fr/tekkonscreen03.jpg]

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