My first post on Polycount. :-) I welcome feedback or thoughts. Here's a video fly thru of the environment-
http://vimeo.com/43417322
The source artwork was created in 3dsMax, Maya, Zbrush and Photoshop. There are a few props that are from the Unreal but 95% of work shown here was created by me including the particle effects. My inspiration for this peace is modern day construction equipment and powerplants. Some artist that inspired my work include Davy Levy, Stefan Morrell, Eliott Llilly and Giger. Games like Rage, Gears of War and Resistance Fall of Man certainly inspire my work as well movies like Alien, X-men, Star Wars and so on. Please visit my website at
3dmike.webs.com to see more of my portfolio.
And a couple of images of the high poly models which where used to generate normal maps from.
Replies
Let me do a quick paintover for you to push it a little bit with post-processing/lighting.
You want to make sure you up the brightness/contrast of the whole scene. Makes sure that the lava parts of the level give off some proper bloomish effect. Right now it looks like sludge (but even so it could be pushed with more contrast)
In essence you want the shadows to be more bluish and the sludge lava stuff to be more bright and yellow/orange and make sure to push it.
Right now it's too dark and the colors are too uniform to even spot the difference of color values in the textures. You want to make sure those pillars stand out from the rest of the sci-fi floors and walls.
Lastly, the lava pool needs an overall glow that is more orange (if it is super-heated). I will take a print screen of a part in your video and try to visually represent what I am talking about-visuals are just better than words in my opinion.
This is really great but I think you can do even more!
(edit) Doh! Just saw the link to your portfolio. Yeah it's great!
By the way I bought a one month membership to this site www.3dmotive.com and I learned alot about high poly modeling. I've been making games for 17 years and I still learned alot about. Quite a few tips I picked up that saved me a lot of time and it was well worth the $22 bucks.
Video Link - http://vimeo.com/43417322
I would also not make the smoke "live" as long as it does. I would shorten the smoke so that it doesnt touch those top air vent type pieces. Right now the smoke is muddying those pieces, i want to see them because they look cool but they arent being called out very well as the smoke is obstructing them.
I love chrisradsby paintover.You can really do alot with the shadows on the post process and all around lighten the scene alittle. Since the scene is very warm it would be really nice to add some cool shadows as in the paintover.
The scene looks a bit too busy though, it's hard to read what's going on. Your assets are very nice individually but the scene composition is kind of a mess. Leave some flat surfaces here and there so your props can pop up a little bit more.
The lighting is also working against you: There are no big gradients at all, just point lights all around. Gradients are important to make your scene more interesting and readable. A very subtle fog could also help.
Keep it up!
As far as the floor being bare, so what? The floor looks nice while bare. I agree there could be a few more assets scattered around however and I would like to have seen a bit more of a story told. I'm really curious what the lava / lava tanks are for and what the rest of this facility is.
Anyhow, congratulations. I think it's a really strong piece and you did a really nice job taking the critiques here and improving your scene!