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UDK scene progress thread


KoKo5oVaR

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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 :ninja:, 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)

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

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 :]]

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Sexy! Keep up man.

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.

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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 :quagmire:.

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Thanks a lot guys :) :) :)

":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 :twisted: ) 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 :ninja: :

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

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