01 Medieval Hall UDK
Introduction | SelectAfficher sujet / Display topic> |
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There is a test I have realized in UDK in 9 days. I had to built a medieval scene with a feeling of verticality using 1024/1024 pixel for the textures. According to the short amount of time allowed for this test, I didn’t had to finish all the scene, only 2 assets had to be done completely. Same thing about the lighting it was quickly done just to give an idea of the atmosphere. I’m going to finish this scene by tweaking some elements here and there, and adding a lot of new assets. Test’s renders
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Restructuring of the scene | SelectAfficher sujet / Display topic> |
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Update of the scene with news wooden props. The modelisation are not the final one, but basemesh I will use for the Zbrush step. The disposition of the assets (here the bench) are not the definitive also. The two different colors give an idea of the element in wood and the others in stone.
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Windows part | SelectAfficher sujet / Display topic> |
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There is the subtool I made to generate the alpha for the acanthus’s leaves : ————————————————————————————————- |
Library part | SelectAfficher sujet / Display topic> |
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Low relief
Library part > Ornaments Little preview of the woodwork with alcanthus leaves, which will ornate the library and the wooden pan. The « matcap » give an idea of the gilding work which will cover them in the final texture step : Library part > central part
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Render 01 | SelectAfficher sujet / Display topic> |
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Little preview of all the wooden elements (architecture), then new lighting proposition (at the early step of it):
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Chimney's part | SelectAfficher sujet / Display topic> |
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Fireback Firdogs Bellows
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Column's part high | SelectAfficher sujet / Display topic> |
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After intergrating the « interlacing » version (CF : previous picture ) it wasn’t really matching with the others elements of the scene. So I remade the « body part » of the columns more simply.
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Render 02 | SelectAfficher sujet / Display topic> |
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Little update :
> Wall’s texture > Modelisation and texturing of the ceiling > Stained glass window(to bring color varation) > Integrations of the columns > New setup of the lighs (still wip)
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Chandelier mermaid | SelectAfficher sujet / Display topic> |
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And there is the ceiling’s part where the chandelier is hanged to
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Render 03 | SelectAfficher sujet / Display topic> |
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There is the last renders from UDK…before the update into UE4!!! This update will be the occasion to: > Get a better readability by tweaking the color of the elements and their light’s impacts (flat, shiny, metalic, etc.).
> Optimise some props. > Tweak the shadows artefacts. > Maybe add tesselation, if not so expenssive, for the ceiling, the walls and the grounds. > Add atmospherical FX like godrays, dust, etc. > Get a better rendering of the scene using some post-process and maybe setup and day/night loop. > Remake all the lighting setup thank to BPR renderinf and the hability to use many dynamique lights (flickable lights for the fire in the chimney, the candle flames, etc.). > And of course, add some interactions in the scene (interruptors, openings gates, flying machine (to give the oppoturnity to use a free camera) (cf blueprint).Meanwhile I’m working on the props which will be in the scene, and there is still a lot of them to do!
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The giant's sword | SelectAfficher sujet / Display topic> |
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There is a sword, 2.70 m hight, owned by a geant from a very far and forgotten time. It’s actually an element for a future project where the tomb of this geant will be realise in 3D. It will be inspirated from the Darksouls Boss’s Arenas.
In this scene it will be show as an artefact bring back by the owner of this rooms, kind of Merlin the wizard, like many others, while his wanderings.
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Unreal Engine 4 Update | SelectAfficher sujet / Display topic> |
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Tweaking of the shaders getting more more details and variations, breaking the smooth and wet effect : |