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Thread: [UDK] Roman Atrium

  1. #1
    Senior Member Billiz helped out a few members Reputation: 19 Billiz's Avatar
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    [UDK] Roman Atrium

    I'm making a roman style room to learn UDK and more advanced texturing. My goal is to make a really good looking UDK scene using custom models and textures.

    Here is my main reference image for this project.




    Thought I would add the final renders here too.










    Last edited by Billiz; 05-19-2011 at 03:12.
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  2. #2
    Senior Member Billiz helped out a few members Reputation: 19 Billiz's Avatar
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    This is my first day of working with UDK, been watching some tutorials.

    Here is the basic layout of the room, I just made some quick brush pillars with UDK textures on.


    Last edited by Billiz; 03-23-2011 at 11:02.
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  3. #3
    Junior Member HeadClot88 has no reputation around WoLD yet Reputation: 3
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    Looks nice so far

    Deffinatly Can Be improved - My Thoughts

    The Pillars look too Blocky even for the Pillars of the time.

    Get some Custom Textures for this! - www.CGtextures.com offers allot of great high resolution textures. (Need to make an account)

    Add a little more light to the scene - Feels to dark and gloomy.

    - HeadClot

  4. #4
    Junior Member dJolt has no reputation around WoLD yet Reputation: 0
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    Billy is the LAST guy that needs to be told about custom textures :P

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    Member Foufoune_Rose has no reputation around WoLD yet Reputation: 3 Foufoune_Rose's Avatar
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    Also he said it was a quick brushing, for the scaling purpose.

    I'd see the space within the columns a little tighter, and the walls farther.
    Also the height of the room and the size of the door don't fit the reference picture.

    This is about to become another interesting thread for learning purpose, thanks for sharing Billiz!
    [Knowlage is power] Sinéad, for the first time, life is gonna turn around...

  6. #6
    Senior Member Billiz helped out a few members Reputation: 19 Billiz's Avatar
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    That first picture was just me learning UDK. Like I said before, I'm planing to make my own textures and models.

    But right now I'm just trying to learn more about UDK lighting and environment effects.

    Anyone know if there is any contrast or edge contrast post process thing in UDK like they have in Source?
    Last edited by Billiz; 03-22-2011 at 16:12.
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    Member Foufoune_Rose has no reputation around WoLD yet Reputation: 3 Foufoune_Rose's Avatar
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    Yep, post-processing is still present in UDK. Create a brush by right-clicking the blue cube in the tool bar, and go for "Post-process Volume".
    Everything inside will be affected by it. There is also a colorization tool, but I don't know much about UDK.

    You gave me the need to test it with UT3, here I come :



    Robot is for scaling, yes it doesn't match the environnement, blah blah blah...
    [Knowlage is power] Sinéad, for the first time, life is gonna turn around...

  8. #8
    Senior Member Nexusdog helped out a few members Reputation: 37
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    I kinda like the scale of this, gives it an epicness. Now on to the details, mate

  9. #9
    Senior Member Billiz helped out a few members Reputation: 19 Billiz's Avatar
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    Nice Foufoune, for scaling it think I will be making something between what you did there and my first test level.

    I have one question, how did you get that effect of the fussy lighting from the sky coming down?

    I got the post process working, but there is no contrast or edge contrast like you have in source.
    Last edited by Billiz; 03-23-2011 at 06:30.
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  10. #10
    Senior Member Billiz helped out a few members Reputation: 19 Billiz's Avatar
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    Here is a shot of some basic lighting. I got one directional light, one omni light just sitting above the water and a static light beam thing coming down from the sky.

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  11. #11
    Senior Member Billiz helped out a few members Reputation: 19 Billiz's Avatar
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    I'm done with the environment lighting for now. I made a dust partical system and minor changes to post process values.

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  12. #12
    Member Foufoune_Rose has no reputation around WoLD yet Reputation: 3 Foufoune_Rose's Avatar
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    Good progression Billiz. The picture you found got a strong aesthetic.
    The fairy feeling you're giving to it looks like it's your work. I call it the "Billiz Touch".

    Well, for the technical part, UDK and UT3 are sometimes so close, sometimes so far. I wouldn't give you tips who would make you losing time.
    I will try to redo it under an old build of UDK from 2010.

    I you wanna try, I made all the lights "dynamic", with a greater brightness and a strong saturation of the colors. I simulated the bouncing of the light with a small set of pointlights with a higher "FallOff Exponent", so their lighting could fade since their centers.
    With the post-process, I added a severe desaturation, and forced the yellow tone.
    On top of the opening, there is a plane with a white material with a heavy brightness/blue glowing. To add more "blurry-white" to the roof, I added some lights with an extreme brightness.
    BUT the lightmapping system is different with UDK, it's called Lightmass. It's a lot more powerful/accurate.

    My try under UDK
    Well, under UDK, I had to get rid of the light bouncing to create my own with more accuracy. But I fucking love it .
    Last edited by Foufoune_Rose; 03-23-2011 at 15:31. Reason: added the .udk map link
    [Knowlage is power] Sinéad, for the first time, life is gonna turn around...

  13. #13
    Senior Member Billiz helped out a few members Reputation: 19 Billiz's Avatar
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    I'm done with the scaling of the room. I also learned how to make custom UDK materials, my first time making normal and specular maps.



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  14. #14
    Senior Member WarrenM helps out often Reputation: 96
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    Awesome stuff, Billy. It's great to watch you stretching out and trying new stuff. Learning is amazing.

  15. #15
    Senior Member Billiz helped out a few members Reputation: 19 Billiz's Avatar
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    Thanks Warren, so far I'm loving UDK!
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