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UDK scene progress thread

  • KoKo5oVaR
  • October 20, 2011 at 7:42 AM
  • Jenn0_Bing
    • November 2, 2011 at 7:31 PM
    • #21

    As a taste of what to come, that's extremely cool!

    My only concern is, and I don't want to be "that guy," but it looks unbelievably small at the moment. It's not realism I'm discussing here (that's boring ) but believability, I have a hard time believing that the space inside that building could be put to much good use.In your concept I imagined it expanding and widening backwards, though maybe you will frame the final scene so the rear of the building is cut off and that can be left to the imagination?

  • KoKo5oVaR
    • November 2, 2011 at 7:40 PM
    • #22

    thanks man, yep i will be framing it like in this (last image )

    [Blocked Image: http://posterous.com/getfile/files.posterous.com/import-wonv/qulojvsrzlxDDichzAgAmjcpxlAbeqjuAcrjIjCrgzJEeqsupoEsoJiIkrca/media_httpblogedwildecomimagestekkonjpg_mbtnfAzqECaiycG.jpg.scaled500.jpg]

    But in a way i feel bad leaving it like that, maybe that in the end i'll try to close the scene and find something believable for that building

  • e-freak
    • November 2, 2011 at 7:42 PM
    • #23

    looks great, but as of now the walls are a bit empty and too straight on the top part for my taste.

  • knj
    • November 2, 2011 at 8:12 PM
    • #24

    looks cool bro !

    but yeah, e-freak is right, if you woud add at least leaking on top of that blue wall, it would come together much better, but i want to see more !

  • KoKo5oVaR
    • November 2, 2011 at 8:22 PM
    • #25

    Thanks guys will do

  • -HP-
    • November 2, 2011 at 9:50 PM
    • #26

    Man.. that really looks like... something I've never seen before, I can't tell you how original this feels!

  • Nbianco193
    • November 7, 2011 at 12:49 AM
    • #27

    Holy crap your models looks absolutely incredible man! I'm an aspiring Level Designer, but want to learn how to model so bad. Do you no of any sites or tutorials that can be of help? Thanks and great work!

  • deceiver
    • November 7, 2011 at 6:56 AM
    • #28

    Watching this like a hawk. Have always loved your style koko!

  • -HP-
    • November 7, 2011 at 9:31 AM
    • #29
    Quote from Nbianco193

    Holy crap your models looks absolutely incredible man! I'm an aspiring Level Designer, but want to learn how to model so bad. Do you no of any sites or tutorials that can be of help? Thanks and great work!

    To learn modeling? Well, I would recommend Eat3d and 3dmotive! Welcome to mapcore btw.

  • General Vivi
    • November 8, 2011 at 2:13 AM
    • #30

    OMG KOKO! I love you where have you been? Your stuff is sexy bro! Can't wait to see the rest of this. Also nice choice of movie to get inspiration from. Tekkonkinkreet for the win.

  • mjens
    • November 8, 2011 at 7:59 AM
    • #31

    Damn, I need to watch that "tekkon kinkreet". I hope that this is not a series of anime.

  • PogoP
    • November 8, 2011 at 9:05 AM
    • #32

    Tekkonkinkreet was one of the strangest films I've ever watched...

  • Sentura
    • November 8, 2011 at 10:55 PM
    • #33

    badassery all around

  • Tokusei
    • November 17, 2011 at 8:13 PM
    • #34

    hothot

    the window by the vending machine looks a bit flat, is it just diffuse?

  • Rick_D
    • November 21, 2011 at 9:18 PM
    • #35

    one thing that stands out to me in the overall scenes is that alot of that fine detail is getting lost, maybe you could use that to your advantage and focus on large strokes further from the camera and save yourself a lot of time

  • KoKo5oVaR
    • December 15, 2011 at 12:48 AM
    • #36

    Hey guys ! some small news

    Thank you very much guys for all the kind words

    Rick yeah totally rick, that's what i will do for the background, not sure if it's the best idea to detail everything, but i want it to be a bit of a showcase of my props modelling skills since i have so much more environment composition than props on my folio

    Tokusei No it has a normal, but maybe that's because it's in the shadow, you get me the idea to have a light for the foreground thanks

    sorry for the huge ass screen : (click full size version)

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

    I also tried to get the tree made, but i'm not much satisfied by the result for the foliage, i wanted it normal mapped, but i'm not sure it's a good idea

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

  • Minos
    • December 15, 2011 at 1:05 AM
    • #37

    That looks pretty neat but the scale seems a bit off?

  • Bunglo
    • December 15, 2011 at 1:05 AM
    • #38

    KoKos, that is looking mighty impressive! Awesome material definition and the tree bark texture looks superb, love it.

    Make a normal map for that thing and see how it turns out, might really help tie it to the scene in the end.

    Quote from Minos

    That looks pretty neat but the scale seems a bit off?

    Think it might be a FOV issue?

  • dissonance
    • December 15, 2011 at 1:07 AM
    • #39

    lookin really, really good! i love the bark texture on the tree

    what settings are you using for your sunlight and colorcorrection?

  • KoKo5oVaR
    • December 15, 2011 at 1:08 AM
    • #40

    Thanks guys !!!!

    That's the fov i should take another screen

    edit : @dissonnance, i use a lut texture for post processing and just a simple directionnal light

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