Comments: 18
droguido [2011-10-12 03:37:55 +0000 UTC]
the whole environment looks good to me, id love to play a game with your scene. The only thing that stands a bit for me are the crisp edges, could you apply an antialias?
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ravital In reply to droguido [2011-10-12 15:52:04 +0000 UTC]
Thanks, Unfortunately its the best I could do with UDK at the time. The pic is with UDK anti aliasing turned on.
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Syklon [2011-02-18 03:26:13 +0000 UTC]
The thing I notice is the sky and the lighting conditions don't quite match up. The sky is a bit darker and cloudier than I would expect with the bright lighting and sharp shadows, I would expect a very bright, clear sky. So I would try either making the light more diffuse and less bright, or try adjusting the sky texture. Do you have any haze/fog in there or is it just Depth of Field (or is it part of the background)? A small amount of haze can make a big difference.
Also, if you aren't already doing it, try making your light slightly yellow and your shadows slightly blue, that always makes things more natural looking, natural light should always have a bit of color to it.
Looks pretty good though. Nice work.
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ravital In reply to Syklon [2011-02-18 18:14:49 +0000 UTC]
Thanks for the comment, I do have the colors on the lights and I think your right about the sky ill try adding a fog and see how it effects things. I am still trying to find a way to make the shadows less sharp in UDK. All I can say is I miss the maya lighting system sooo much!
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Syklon In reply to ravital [2011-02-19 04:07:18 +0000 UTC]
Yeah, having to do it in real-time really cuts down what they can do. Its been a while since I played with the UDK, but some basic volumetric fog should diffuse the light in the lightmap more I think, which would soften the shadows some. Good luck!
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kafkin [2011-02-17 00:48:17 +0000 UTC]
textures need more detail, and it looks like you probably need to build your lighting because your shadows are pretty sharp.
I can also see tiling on the ground from this angle as well.
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ravital In reply to kafkin [2011-02-17 01:13:54 +0000 UTC]
What kind of details? The lighting is built on production level, not sure how to make them softer. UDK is not my friend when it comes to lighting. As for the ground, your right thanks for noticing I will fix it!
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kafkin In reply to ravital [2011-02-17 01:34:10 +0000 UTC]
Details like general weathering or dirty where the walls the ground. I see a little color variation but it's very subtle. Maybe some water damage near where the trims meet the wall, or maybe there's a little bit of chipping on the bricks around the window. Even the most pristine and newly built buildings will have some element of human use.
Little details and color variations can add a lot in the long run.
As for the lighting, I'll have to look into it but I believe there's a shadow exponent option that controls how crisp your shadows are. Also, if you're using a directional light - a quick way to add in color to the shadows is to duplicate it, reverse the direction of the new light - change the color, lower the brightness to a much smaller amount and make sure it no longer casts shadows.
But for student work, this is not bad at all. Good job. I wish I had something like this when I graduated school.
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ravital In reply to kafkin [2011-02-18 18:42:59 +0000 UTC]
Thank you!
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kafkin In reply to kafkin [2011-02-17 01:34:49 +0000 UTC]
*dirt where the wall hits the ground* typo~
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PolyMune [2011-02-16 23:51:29 +0000 UTC]
some tips:
you can really tell the buildings are repeating, no town has the tops of the buildings all the same colour, etc. Maybe make some more dirty then others, or darker tints or different colours all together to break it up so it looks more realistic.
lighting in the udk is tricky, i would say by the image your light source is to the far left somewhere? what you could do to create more bounce light is to put in some shadow lights in and around the buildings. (so lights with the colour of shadows).
but it's looking really nice! good work
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