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CDB-ART — Sky Pirate Outpost Final A

Published: 2010-07-04 18:26:48 +0000 UTC; Views: 8678; Favourites: 105; Downloads: 182
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Description Finally done, thanks everyone for your help throughout its completion, its really appreciated. Now, onto the next project

4096 x 4096 Texture space used for all assets (excluding skybox)

Download for full size please

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Comments: 46

NeRrOo [2013-01-29 19:24:48 +0000 UTC]

nice

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Mr-Goblin [2012-09-12 14:56:25 +0000 UTC]

that is a pretty cool scenery with great concepts

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cheese44001 [2012-06-28 20:53:31 +0000 UTC]

it looks like where i live!! ... which is creepy..

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DirStoat [2012-04-01 06:47:04 +0000 UTC]

Truely noplace in this world but I feel like I am there.

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Chaosbringer666 [2011-04-23 00:13:55 +0000 UTC]

is that from a game?

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CDB-ART In reply to Chaosbringer666 [2011-04-23 19:20:35 +0000 UTC]

Nope, I rendered it in the Unreal Engine but it isn't for any particular game, more just a personal work to be used as practice

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Chaosbringer666 In reply to CDB-ART [2011-04-23 19:38:16 +0000 UTC]

u should make a game cause u r good!

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2ndtoOne [2011-01-14 03:33:52 +0000 UTC]

Wow, very, very cool!

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Vypor [2011-01-12 05:05:56 +0000 UTC]

Oh nice. Has almost a Borderlands theme to it.

Loving the detail in it all.

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VanillaHigh [2011-01-11 13:21:17 +0000 UTC]

Awe man this is way better than my air-ship and environment i made in my second year of Game art design.

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CDB-ART In reply to VanillaHigh [2011-01-12 04:46:14 +0000 UTC]

Thank you Airships are awesome, should be a requirement to make one in school no matter what your major is

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VanillaHigh In reply to CDB-ART [2011-01-12 10:29:13 +0000 UTC]

Defiantly. Although mine was bad i still had fun making it.

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Art-by-Smitty [2010-07-19 18:17:24 +0000 UTC]

Very nice work man!
I think the overall piece could be better if you played with the curves or levels of this image in photoshop and maybe added a light filter in photoshop as well.

(not sure if you want to do that or show it as it is "ingame")

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CDB-ART In reply to Art-by-Smitty [2010-07-20 03:32:38 +0000 UTC]

Thanks man. Ya I think Im gonna revisit this and light it with a bit more contrast, kinda flat right now, thanks for the crit.

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arlrex [2010-07-18 19:34:09 +0000 UTC]

Awesome work. It can be a bit difficult to get stuff into UDK sometimes but definitely worth it

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CDB-ART In reply to arlrex [2010-07-19 00:21:51 +0000 UTC]

Ya, still learning all there is to UDK, but its alot of fun to use.

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king-worm [2010-07-07 02:00:31 +0000 UTC]

masterfully done, beautiful work!

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CDB-ART In reply to king-worm [2010-07-07 03:26:32 +0000 UTC]

Thanks, glad you like it

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daniesg [2010-07-06 11:59:10 +0000 UTC]

this is amazing!

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CDB-ART In reply to daniesg [2010-07-06 14:50:19 +0000 UTC]

Thanks very much

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Sydan [2010-07-05 13:35:11 +0000 UTC]

Right up my street.

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CDB-ART In reply to Sydan [2010-07-05 15:04:37 +0000 UTC]

You live someplace like this?! Im coming over to visit then lol

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Sydan In reply to CDB-ART [2010-07-17 09:51:55 +0000 UTC]

Haha! Be my guest... its kinda out of the way though...

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MugenNoKaze [2010-07-05 12:56:54 +0000 UTC]

looking good
try adding more atmosphere into your composition.
You seem really up high so try with clouds.

And try giving your image a time. With the skybox you used I think you wanted a sunrise or something with more warm colors and play with your sun position to tweak the shadows to fit that time.
Pretty much all you need is a Fill light to add the darkes color of your shadows, a sunlight where your main lighting will come from, cast your shadows and finally a Back light or rim light that is usually blueish that serves as a way to add a subtle highlight behind everything where its not receiving the sun light. Its kind of difficult to explain like this but you can find good lighting tutorials. Lighting is magical, it can boosts your image or litteraly kill it. its important.

Did you try using post process? render an occlusion pass since pretty much every games have occlusion nowadays and it usually make the end result much smoother.

Finally,
Try adding more ''dirt'' into you scene. Make it more dirty with oil patches and dust alpha planes here and there, or just have fun adding vertex color. Dont be scared making it a little more high res with smaller details like a few smaller rocks on the grounds, pebbles, woodplanks ripped appart from you building

Im kind of short on time and im at work right now so I gotta run !
keep up the good work !!
Try taking advantage of all this in your next project its fun to see the improvement

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CDB-ART In reply to MugenNoKaze [2010-07-05 15:18:46 +0000 UTC]

First off, thanks so much for taking the time to critique my work, really helps alot to get a professional opinion.

Ya, achieving good atmosphere is definitely what I struggled with the most on this piece. Main issue I think is that I went in not completely sure of what I wanted to do, or what mood I wanted to achieve, NEVER gonna do that again. Definitely gonna look up some good lighting tutorials as well, because I wasted alot of time adjusting it, and never really being happy with the results.

Yup I used post process, is an occlusion pass the same as using lightmass in UDK? If so then ya Ive got that in there, but Im still new to how it works so I may not be using it to its full potential.

Haha the tiny details!! No doubt Im gonna put alot more effort into adding things like dirt, rubble, and all the little bits and bobs that truly make an environment stand out in my next piece.

Thanks again for taking the time to do this man, hope you dont mind if I seek out your advice in the future

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ulyses [2010-07-05 12:22:22 +0000 UTC]

this is really awesome!

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CDB-ART In reply to ulyses [2010-07-05 15:03:29 +0000 UTC]

Thank you

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Redecorator [2010-07-05 06:44:19 +0000 UTC]

This pic needs more rum arrrr!
Anyways Good job on this. I would experiment with other skyboxes for example a night with stars. You seem to have a lot of lights in there, so maybe it would help things pop out more. The pirate ship could be lit by moon or some other new artificial light.

It is great like this, but would be fun to see how it would turn out with night setting

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CDB-ART In reply to Redecorator [2010-07-05 07:03:49 +0000 UTC]

Thanks for the tips man. Ya, thats one thing I learned with this project, its important to have a clear idea of how you want your lighting setup beforehand. I could spend forever doing different setups (I did an afternoon one and an overcast one as well) and night was a top contender, but I had to go with the one that still showed off all the assets, may try it in the future though

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Pinuja [2010-07-05 03:03:34 +0000 UTC]

AWESOME!

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CDB-ART In reply to Pinuja [2010-07-05 04:39:39 +0000 UTC]

Haha thank you

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Edarneor [2010-07-05 00:54:16 +0000 UTC]

oh, you made it from scratch? respect!!

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CDB-ART In reply to Edarneor [2010-07-05 01:01:39 +0000 UTC]

Yup, everything was made by me, glad you like it

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Edarneor In reply to CDB-ART [2010-07-05 10:39:52 +0000 UTC]

well, it looks totally like a game!!
btw, I watched treasure planet quite an inspiration really.

say, how did you cramp everything into a single 4096x4096 texture? are there normal maps as well? can you upload it, so we could take a look?

also, you didn't mention, what software you used, and how much time (approximately) you spent?

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CDB-ART In reply to Edarneor [2010-07-05 15:27:10 +0000 UTC]

Treasure Planet is badass indeed lol

I have a sheet with all my diffuse textures on it, I could post that if you want, though Id need to scale it down being its a 4096x4096 image. Everything in the scene has a diffuse, normal, and specular map, though I dont have the spec and normal maps compiled on one sheet like I do the diffuse.

The software I used for this was 3dsMax, Crazybump, Photoshop, zbrush, and I used UDK to render the scene.

Id say total time was a little over 2 months, though I was not working on it everyday, and I ran into a lot of issues being this was my first experience with UDK and environments in general. So next piece should come together much more quickly/smoothly

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Edarneor In reply to CDB-ART [2010-07-07 18:15:46 +0000 UTC]

Oh, I liked the surf board in the beginning of the movie so much... want one for myself

so, you mean, you applied the same material to all the objects, but just mapped them differently?
I know 3dsmax and zbrush, but what does Crazybump do?

So you used unreal engine? Is it the real time rendered scene then? how many fps?

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CDB-ART In reply to Edarneor [2010-07-10 13:54:42 +0000 UTC]

I mapped each object with a separate map so they could all have their own diff/normal/spec maps. And crazybump is great for creating a normal map out of an ordinary image.

Yup this is a realtime shot from within unreal, so this is exactly what it would look like in game. And I dunno what my fps was while in it but it was very smooth, no choppiness or anything.

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Anaxi [2010-07-05 00:11:53 +0000 UTC]

Nice, very nice! Attention to detail is fantastic, it has a great, 'lived in' quality to it. Real flavour and character to it.

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CDB-ART In reply to Anaxi [2010-07-05 00:52:10 +0000 UTC]

Thanks! Wish I coulda put more detail into it but I need to get started on my next project

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Anaxi In reply to CDB-ART [2010-07-05 04:11:06 +0000 UTC]

Well it looks great the way it is. You tackling this alone? Looking forward to the next one. :]

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CDB-ART In reply to Anaxi [2010-07-05 04:40:36 +0000 UTC]

Yup Im flyin solo on these projects, thanks for your support

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Anaxi In reply to CDB-ART [2010-07-06 00:46:48 +0000 UTC]

Awesome! It's daunting, yet rewarding; when you're all done you get to say, 'Yes, I did -everything- in that.'

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amusaafir [2010-07-04 19:36:52 +0000 UTC]

Really nice.

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CDB-ART In reply to amusaafir [2010-07-04 19:43:29 +0000 UTC]

Thanks!

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Dapp3rLad [2010-07-04 18:43:05 +0000 UTC]

Looks awesome

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CDB-ART In reply to Dapp3rLad [2010-07-04 18:43:26 +0000 UTC]

Thank you

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