

I may add some detail texture for the cave walls to help reduce the gloss.Īlso lowered lights intensity and retouched Lmass propierties to get the same lightning but without burning stones in the pool, also retouched water shader to get better reflections on water. I lowered a lot the gloss from the cave walls, also from colums (stalactites and stalagmites). Hope you like it!, and it serves as inspiration, too.Īnd if you could help me with ideas (like: may need something here better, or a light there. So, commentaries and critics are all welcome. The cool part is that in this proyect I used a lot Maya, PS, Zbrush, so I keep practicing and even I learn a lot of new stuff, while I were learning how to use UDK This proyect still WIP but is in the final stage, this is why I decided to post some screenshots and get ideas on finishing touches. To expand the island space, I designed a system of caverns that end at one small cenote. One small island (the main) surrounded by other far islands. Secondaries are to develop workflows that end in UDK content, undestand UDK and videogame art and make something like a"decent" demo-reel. The main goal has been to learn the basics that covers a playable environment with today´s quality estandards, or at least the most i could get from UDK with DX9. I have built everything from scketch using PS, Maya, Zbrush, Pixplant, and UDK. Hi all, This is my first UDK Environment.
