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Drevlin
08-07-2007, 12:39 PM
So this is the near final version of the scene. There are a few loose odds and ends but the next update will be posted in the "finished level" section.
Feedback is more welcome than ever so be picky as you enjoy the next 12 shots

A note: Decided to skip the water as both version of watermaterials I've experimented with have been a tad too expensive for the scene.


Latest images:
September 5
http://www.lidstrom.nu/tomas/050907/01.jpg

http://www.lidstrom.nu/tomas/050907/03.jpg

http://www.lidstrom.nu/tomas/050907/05.jpg


http://www.lidstrom.nu/tomas/050907/07.jpg

http://www.lidstrom.nu/tomas/050907/08.jpg

http://www.lidstrom.nu/tomas/050907/09.jpg

http://www.lidstrom.nu/tomas/050907/11.jpg

http://www.lidstrom.nu/tomas/050907/12.jpg

A few more pictures:

http://www.lidstrom.nu/tomas/050907/02.jpg

http://www.lidstrom.nu/tomas/050907/04.jpg

http://www.lidstrom.nu/tomas/050907/06.jpg

http://www.lidstrom.nu/tomas/050907/10.jpg


-----

Made a post about this shack a few weeks back but its gone, oh so gone (made the last update in that post and nobody noticed, so im making a new thread:)


Update: Augst 7

Mostly spent the last few days tweaking, making sure no gemetry intersects eachother (even tho i'm not compleatly done with that yet), tweaking lighting, making a few more props and what not.

Next up I'm gonna make a few more props (fishing equipment and possibly a raincoat hanging of the wall, some fishing nets spread about) an old wodden boat, water (even tho i have no idea hwo to make water in UE3) and finally try to do some vegetation.

Meanwhile, enjoy these new pics. I included a shot of the entire area with materials turned off so you just see the geometry and lighting.

http://img245.imageshack.us/my.php?image=shackwip05ix1.jpg

http://img374.imageshack.us/my.php?image=shackwip06yy8.jpg

http://img504.imageshack.us/my.php?image=shackwip07di6.jpg

Matroskin
08-07-2007, 02:19 PM
looks really cool, and whats more important - with atmosphere. Good color choise, nice saturation. With water that will be very good looking environment.

Did u take screengrabs from max or UE3? Cause I saw the axis gizmo like in max, but displayed shadow maps made me hesitate. Or there is a new function in max to display shadow maps in viewport?

Flewda
08-07-2007, 09:36 PM
Yeah, very nice work. I really like this piece.

kromano
08-08-2007, 03:57 AM
The more I see people producing environments for UE3 the more I want to get in on it, but I dinna think my PC is powerful enough to have much fun between load times.

Fantastic shack, if I do say so. Your shanty is one a fisherman hermit would be proud to own.

For some reason I like the textureless version more than the textured. Your textures are exactly what I would expect and want to see, yet I still like it more gray... go figure I guess.

Konstruct
08-09-2007, 02:19 AM
makes me wet n stuff. SEX

Drevlin
08-10-2007, 10:00 PM
Thanks for all the comments :)
Got an update comming in the next week or so with plenty of stuff updated.

Alex McGilvray
08-11-2007, 03:49 AM
I love it :D

duke
08-11-2007, 04:51 AM
It looks really cool, and i'm really really straining to find anything wrong with it here but if anything I think it doesn't necessarily "feel" like its anywhere near the ocean. Maybe a calm lake or a swamp is below, but it doesn't appear to have that smell of sea salt. That doesn't make any sense does it.

Drevlin
09-05-2007, 03:00 PM
Update in first thread!

commanderkeen
09-05-2007, 11:14 PM
>:[Drevlin]

Looks awesome :)

ts-falcon
09-06-2007, 04:28 AM
wow that looks really awesome. I was wondering if you made it as mostly one mesh in max/maya and exported as a static mesh or is each piece is seperate in UnrealEd? jsut was wondering for things like destructability and your general workflow. really like the texture work and lighting.

Drevlin
09-06-2007, 07:38 AM
Keenfat :D

ts_falcon, there are multiple meshes in the scene but planks forming walls and planks forming bridges are single meshes for the simple reason that it made more sense building those in maya and export em as a single object.

Thanks for all the comments =)

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