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amaterasu111 — Church environment UDK WIP 10

Published: 2012-08-09 14:14:05 +0000 UTC; Views: 1883; Favourites: 14; Downloads: 54
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Description Small update of my work on this environment. Since last time I've added altars, candle holders on the altars (with fire on the candles), benches on the sides of the church and on the sides of on of the altars, the holy water fountains, confessionals, doors on the side, church pulpits and grids.

I've also optimized the texture space because I had some unique assets that didn't need to be unique (the entrance, the benches and the stairs). Instead, for everything that has a wood texture in the scene I have a tileable wood texture and a 512x512 texture for all the details.

It's still not finished because I'm missing some assets, I haven't done any polypainting and I haven't worked on post effects.

Screenshot taken inside UDK.

Any critics or comments are welcome!

Other screenshots:
[link]
[link]
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Comments: 14

GemmaSuen [2012-08-10 15:29:24 +0000 UTC]

It's looking really great! Btw are you taking the screenshots using 'tiledshot' in console command? I noticed some parts of the image has very little anti-aliasing (or perhaps that's just how it is?).

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amaterasu111 In reply to GemmaSuen [2012-08-10 15:52:39 +0000 UTC]

Thanks a lot!

I wish I could take screenshots with the "tiledshot" in console command but no matter what I try, it's just not working. I tried "togglescreenshotmode" too but now matter what I do, I don't have any screenshot folder in my UDKGame folder. I wonder what I'm doing wrong. After you enter the "tiledshot" command in the console you're supposed to hit enter and it's supposed to take the screenshot, or am I missing something?

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GemmaSuen In reply to amaterasu111 [2012-08-11 00:07:28 +0000 UTC]

The screenshot gets saved under 'UDK/UDKGame/Screenshots/PC' if it's not working/there, then perhaps it's to do with your version? I'm sure there was another way of taking it, but tiledshot is the only one I know . What version udk are you using? All you really need to do is type 'tiledshot' then enter. There's also a screenshot mode, but I don't think that's necessary. [link]

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amaterasu111 In reply to GemmaSuen [2012-08-11 08:46:52 +0000 UTC]

I managed to make it work somehow but it completely killed my lighting so I guess it's not a good option. I've read that this way is supposed to kill your post process chain but considering the render I get I'd say it's also kills the light you get from emissives and all the spotlights. I'm gonna keep it like this for now and I'll work on a matinee sequence later. Apparently you can get the screenshots right with this method.

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GemmaSuen In reply to amaterasu111 [2012-08-13 00:01:02 +0000 UTC]

ah I see. Well UDK works in mysterious ways sometimes. Good luck with your scene!

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amaterasu111 In reply to GemmaSuen [2012-08-16 21:14:56 +0000 UTC]

Thank you! I'll do my best!

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mbinz [2012-08-10 07:09:12 +0000 UTC]

this is comming along nicely! I'm sorry, I don't know what UDK is, but I can see you have done a lot of work here! Are you using normal maps for the stone work? Is it possible to add some volumetrics as in 'dust' in the air to highlight the light beams? Not sure if this applies to what you are aiming for, but this [link] is a bit 'over the top', but a very subtle aplication would look cool, and maybe being able to see the light coming through the stained glass dimly on the wall/floor? (My example is way over the top, but illustrates what I mean!)

Even without the volumetrics, the light looks as though it is coming through clear windows rather than the stained glass I can see in the image... but I'm no expert on this, so...

If this is for a game engine, then I have no idea what is possible or practical, but congratulations on all the work you have put in, shows great dedication! Nice!

Good luck on the job application, I hope you get it!

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amaterasu111 In reply to mbinz [2012-08-10 08:35:40 +0000 UTC]

Thanks a lot!

UDK is a game engine. I already have this kind of light but I haven't played a lot with the parameters yet. I'm planning to do this in the post processing part at the very end.

I get what you mean for the light coming through the windows and I'll see what I can do but considering how I did the lighting it might be difficult to fix without killing the whole scene.

I'm not applying for a job yet. I only have this half finished project in my portfolio so far which is not enough to apply for a job.

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mbinz In reply to amaterasu111 [2012-08-10 12:14:22 +0000 UTC]

I would suggest including some of the asset work in your portfolio as well? I would imagine that people would want to see how you lay out your maps etc, and it shows off each item that you have modelled, and how the individual asset is done, probably as useful or more so. The finished image/environment is the pulling together of those assets and shows how they would work in the environment.

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amaterasu111 In reply to mbinz [2012-08-10 13:47:08 +0000 UTC]

If you look at my gallery I have several of those already. Some of them aren't up to date because I posted them before doing some revisions but I'll have at least a page for the altar, the columns, the holy water fountain, the candle holders and two assets I haven't made yet. I'm also considering putting other interesting assets which doesn't have a unique map like the confessional. This project is still far from finished!

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mbinz In reply to amaterasu111 [2012-08-11 15:29:26 +0000 UTC]

yes, I looked through your gallery, which is why I mentioned them! Keep up the good work!

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amaterasu111 In reply to mbinz [2012-08-16 21:13:00 +0000 UTC]

Thanks a lot!

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Farraj [2012-08-09 14:54:05 +0000 UTC]

Beutifull work. I'm almost a sucker for lighting effects.

I'm sorry, I forgot. What's the project for? This is to much serouise work for a practise.

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amaterasu111 In reply to Farraj [2012-08-09 15:00:29 +0000 UTC]

Thank you very much!

The project is for my portfolio. I'm completely re-doing it to be able to apply for a job.

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