Well its been a while since I last posted on here. I could do with some input from you peeps. This will probably be a refinement process nothing is even close to finished as I want to use this to push my skills up. So I will be using this as a learning exercise more than anything.
So critique away (could really do with it)
Got a lot still to do. Still trying to learn all the cool things that CE3 can do but got to say really loving the engine
Current progress.
Replies
will do soon I've got flats and stuff for some of the props that I made.
I need to fix the spec on this just haven't gotten around to it :P
The post which is barely visible ^^
all textures for props are at 512 the fence is 512x256 and 256x256 will get some other stuff up tomorrow.
With those gradients, your models may have strange shading, for example, a surface may not appear completely flat.
However, your scene is looking awesome so far. You have a great sense of material definition and atmosphere!
My alpha is similar its tweaked to give it a more streaky,dusty/steam look to it.
My fav prop being that wooden pillar.
but one thing was troubling me why you havent left any sace between your UV islands??...they are tightly packed together.Shouldn't we leave some space between these islands to prevent bleeding?
^^ and I went and put it in the background barely visible as well.
There are spaces though possibly not big enough, there isn't any bleeding that I can see so far in the engine so I guess its not a huge issue but in the future I'll try to pad my islands a bit more.
been a while since i did any major normal baking but i think your wrong...as the objects are modelled with a chamfer at each corner there will be curved (or gradiented) smoothing across the flat front/side polys the tangents of the surface will need to be flattened by the normal map (why the gradients in the normalmap due to shifting tangents across the flat surfaces). so what you have SHOULD work...
if it doesn't in CE you can try averaging the normals of each plane in the low poly so they appear flat
about the scene... looks good
I would open the door to the club and model a litlle bit of the interior and have light spilling out from it...it also needs lots of rubbish lying around... and i would break up your nice but very clean brick and stone work with tags posters and graffiti, and painted sections (painted over graffiti) to give it a more lived in feel
Yeah I've never had any problems with my normal maps in the past. So Its possibly just the normals need tweaking on my low poly. I shall mess around see what the issue actually is in CE
Aye I haven't gotten around to doing the club door properly was intending to change it because it looks like ass .
Anything which adds more light to that area is good in my books trying to create a strong focal point in that area clearly.
Yeah just haven't gotten around to doing rubbish and graffiti. Its on my to do list though, will get around to it soon. I intend to put some wooden planks over the windows near to the club I also want to get in some vents, pipes/wires. Maybe some washing lines between the building. I also want to add some steam effects coming from a vent or pipe possibly coming out of the manhole as well. The brick work at the moment is 1 tiled texture but the building faces are made so that I can do unique sections if I want just requires a little tweaking. I'll possibly do a blend layer for the building or at least a vertex colouring to give some variation in the texture.
next to the cameo...always joke with my gf that we should go after the cinema but she says no.
MOAR!
I'm open to suggestions
I'll probably also add some street sign, lamp posts, fire hydrant, possibly a burnt out car, or a car with its wheels stolen jacked up on some bricks. Working on a broken into shop at the moment. Anything which can make this more interesting obviously it initially was just meant to be the alley way but because I worked on the building parts figured, might as well expand to show the front as well.
I'll work on blocking out all of the things I want to get into this scene in a bit wanting to get this shop front done tonight and some graffiti ect on the walls.
Then there are decals I could do but I'll not even think of those right now.
I was thinking... Judging by the wet pools it looks like it just stopped raining. Or are they pools? If so increse the spec so it actually looks like water. Right now it looks like some matte surfaces that potentially could be water. Some wet papers and glossy trashbags lying around around the dumpsters could work well with the whole 'recently stopped raining theme'. To further increase the sense of that it just stopped raining, you could add some water dripping down the fire escapes. That might look really nice.
I dunno... looking at the scene I think it's hard to judge what it like weather wise. The cobbles look really wet but the brick walls look dry. Better to be consistant with your materials.
Also, FogVolumes do wonders for lighting. It breaks up some unrealistically dark corners just makes it look cool. You got some weird edges around the sidewalk next to the door. A large FogVolume with fairly low GlobalDensity (like 0.01-0.02) could help you get that out. Or simply just change the direction of the light slightly so it doesn't interfere with the sidewalk. Either way I think you should add a FogVolume.
Gonna follow this because it looks really good so far!
I will add a fog volume just for you will post an update with some changes soon ish. I fixed my normal issue for those that care. I had my green channel the wrong way ^^ so there are no more shading issues on those props.
Those are some nice ideas will look into some water drips would be nice to do it from a drain pipe as well.
Thanks dude its appreciated.
The sign above the shop is being a pain to get right I'm probably going to do it again because I'm not happy with my result but. Think I need to do the neons strips on a plane behind the front to get that subtle glow/burn through. Maybe someone knows a better way to do it?
Still need to work blocking in the rest of the scene with the things that I want to put into this. Will get there.
Really digging the trashy posters around the dumpsters. Great work man!
If I had to crit something I would say that maybe the windows could be more convincing. Maybe some curtain silhouettes? Or ones open slightly. They all seem sorta the same opacity too. Do they have a reflection?
"ambient" story for it done.
@nyx702 yeah the windows are still rather basic atm I have left some space on my texture sheet to do curtains or blinds or both then I can give the windows some unique ness to them. Also need to sort out a glow for them. Yeah they have a reflection but the cube map is stuck at 256 atm and there isn't anything across the street atm for the widows to pick up on.
Been thinking about what else you can add, except for assets lying around. Maybe you can add some kind of halo particle effect to your spotlights. I did this really fast to showcase what I mean (in CE2 though). Shouldn't be a problem doing this in CE3. Open them up in tabs to compare them.
Pic 1 - Click me (Particles on).
Pic 2 - Click me (Particles off).
See how the particles blends pretty well with light and its beam? Yours doesn't look as bad ass my 'off' pic, but I still think the particles could add some interest to your spotlights. Up to you of course, experiment with it and see how it turns out!
Thats the moon though but you get what I mean.
Been thinking of trash props as well. I'm going to do some cigarette butts as decals with some bits of paper mixed in, newspaper, some plastic carrier bags, some soggy cardboard boxes, bin bags, some cans/bottles. maybe some more nasty type things like puke or a used condom not too sure on that though ^^
Only thing with the fog is it maybe a touch to dense?