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Shack (UE3) [update: september 5, Near final screenies]

  • Drevlin
  • July 11, 2007 at 12:56 AM
  • Buddy
    • August 9, 2007 at 12:44 AM
    • #21

    Yeah, listen to the fogman.

  • Drevlin
    • August 10, 2007 at 1:42 PM
    • #22

    Yea, Hourences. Misterbister (admin on leveldesign.nu) said he was missing a backdrop too (and he'll probably be nagging me if dont make one. We're pretty much nighbors:)). I was considering not making one but im starting to change my mind so i probably will get started on the it. I'll vtxlit all the small prop-like things like buckets, bottles and shovels and what not. Ue3 is a compleatly new environment for me so im pretty much learning as I go. So all feedback on technical issues is most welcome.

    The actual level file is about 13mb and the package file, containing all content, is 130mb. It takes about 5 minutes to rebuild on my laptop (3ghz, 1gig ram)

    Watermaterial looks VERY interesting and and i have been searching high and low for any or all info on how to make one in ue3 so anything you can toss my way would be put to good use

    Im away over the weekend but i'll get on irc next week.

    Jeanpaul, yea created everything you see in the scene. Tools of trade is Maya, Modo, Mudbox, Photoshop and Unrealed for Roboblitz.

  • Sopa_de_letras
    • August 12, 2007 at 2:50 AM
    • #23

    .

  • Zeta
    • August 12, 2007 at 3:37 AM
    • #24

    awesome

  • Drevlin
    • August 13, 2007 at 12:06 PM
    • #25

    Whoops didnt realize there was two pages in the thread ;D

    Thanks for all the feedback. Flickering lights would be cool but we'll see, i think it'd be a wee bit heavy. Foggy particles will be added to the scene. I've added volumetric lightbeams sipping trough the holes in the walls. it looks neato and i'll post some pics when i find the time.

    Thanks for all the feedback and comments its apprechiated

    Sopa_de_letras, screenshots will do that. Once you see it in motion and move around you'll notice the specmap doing its work with highlighting different areas and in different ways (Example. the moss on the mountain in the background doesnt bouce light at all whereas the rock-foundation does. A small yet important detail)

    aevirex, I made the basic shape in Maya, landed on about 3-400 polys, then brought the model into mudbox and used my Wacom to make all the fine details (the highpoly model is around 2 or 3 million polys i think). Then i made a low polyversion based of that high poly version (3500 polys) and i rendered out the normalmap and an ambient occlusion map from the highpoly. It took some tweaking in Photoshop to make it look right. Based on the Ambient occlusion map i made the texture.

    The rock in the scene went trough the exact same process. I havnt used mudbox before but its an amazing tool and i never wanna be without it =)

  • Rick_D
    • August 13, 2007 at 2:05 PM
    • #26
    Quote from JeanPaul

    this map looks better than the official roboblitz maps

    this map also isn't a map, it's a shack on some rocks, with a bridge

    i'd feel pretty pissed if i bought a game and that was the level <_<

  • Drevlin
    • August 13, 2007 at 3:02 PM
    • #27

    Roboblitz also is a very small game. The arcade version is like 49mb so they had to use alot of tricks and do stuff as cheaply as possible. i dont have that problem

  • von*ferret
    • August 13, 2007 at 7:11 PM
    • #28

    You built that out of a subtractive brush?

  • Drevlin
    • August 14, 2007 at 12:45 AM
    • #29

    no.

    all geometry was made in maya, modo and mudbox. the "walls" around the scene is addative BSP just so the fog looks good and to use as backdrop later.

    in UE3 you can choose if you want an additive or subtractive scene when you create a new level. Not that it matters in terms of quality, just how you go about doing things.

  • Drevlin
    • September 3, 2007 at 7:35 PM
    • #30

    Update in first post. check it out

  • Psyshokiller
    • September 3, 2007 at 7:56 PM
    • #31

    It's coming together nicely. One thing that stood out to me is the brightness, the sky is pretty dark and the overall light seems a bit too bright(just a tiny bit). The fog needs more darkness either I think.

  • Drevlin
    • September 5, 2007 at 9:18 AM
    • #32

    Cheers

    I made the sky really bright at first but toned it down after hourences noted it. I'm gonna play with pulling down the master light to see how it looks. Don't wanna touch the fog cuz it lets you see just enough at this point.

  • Drevlin
    • September 5, 2007 at 2:47 PM
    • #33

    Another big update in first post.

  • Psyshokiller
    • September 6, 2007 at 2:26 AM
    • #34

    Love the gloomy atmosphere it reflects. Looks like a forgotten place where someone lives on his own for a long time.

  • KungFuSquirrel
    • September 6, 2007 at 4:55 AM
    • #35

    Holy ridiculous image sizes, could we get some thumbs or something there?

    Looks really cool, I like what you've done getting that really haphazard non-axial feel to everything. I think the rocks in the back are the weakest part of the scene, but as the main focus I think the shacks and little bridge bits will carry it.

    Also, your fishnets hanging in the shack bother me... are those alpha masked? it almost looks like they're blending a bit. I think those might sell better if they even had a normal and accepted light, which it doesn't look like they are right now.

  • Drevlin
    • September 6, 2007 at 7:31 AM
    • #36

    Psyshokiller, thats what i was going for =)

    KungFuSquirrel, i'll fix thumbs when i get home from uni today.

    The fishnets are gonna be removed cuz they suck. I havnt been able to get materials in UE3 to work using an alphamask with normalmap, let alone get it to be lit.

    Thanks for the feedback

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