Hey guys,
In the past two days I started a new scene, another scifi slum to see how far I can go with the use of modular textures and a few high poly props here and there. Anyway going for a cyberpunk feel with one solid hero prop and a really good alleyway.
Otherwise I have 8 days left to finish it so comments and critiques PLEASE!!!
As of right now there are NO lightmaps and no spec purely looking for composition at this stage.
Here is what I got so far and right now I'm only using one texture:
Replies
I do see a couple of texel density issues on the right side - but probably nothing that'll be too apparent when there's more going on in the texture. What did you have in mind for fleshing out the details of the scene and for the hero prop? any references yet?
EDIT* you might benefit from breaking up the empty space at center/top with some more bridges/vertical support things - but again that depends on what additional details you already have in mind for the scene.
and ATM its much more clean scifi (star trek, mass effect etc.) then cyberpunk - but again...needs details yet..just keep that in mind while moving forward
I dont know how bogged down to the concept you have to be but it would really be nice if you had some elements sticking out from the walls. The space is very vertical, so having some horizontal signs or lights sticking out from the walls would really add some more visual interest. This would be especially helpful over the doors since i can't really tell what's a door and what's a wall.
Excited to see the progress you make on this!
More updates soon!
You are an enviro artist i saw on your portfolio, which is nice also.
another quick update just added some wall detail and objects to break up how clean the scene was looking anyway comments and critiques appreciated as always...up next Im going to really tackle the textures.
Anyway keep up the good work, and best of luck with the art test
Would very much agree with James statement. This is awesome though, the atlas work is impressive (also working on a level with atlasing, so I can definitely appreciate the work going into this). Keep it coming man! I really like how the colors pop in the non-post-processed image, and the fog is a little harsh and looks almost too fake in the post processed version.
I think you could do some junk piles with the texture set you have! Like a bunch of metal slats leaning up against a wall, or maybe you could just make a bunch of separate pieces, and then you could arrange them in several different configurations. Almost as though someone had piled up a bunch crap so its out of the way.
Also I think your ground is too light. I think things might feel more grounded if that was a tad darker.
@Wester: They have a slight blue tint should I up the saturation?
Since it's a sci fi scene players will rely heavily on lighting to help guide them as alot of the things arent recognizable other than a door. But if you light everything well with the intent to both lead a player and showoff your art you'll have a really strong piece.
Also add little point lights to create pockets of light where you have those signs to help illuminate the edges.
So by tonight I should have that and some trash piles as well as some mesh painted ground to add some dirt !
I think the flags/sheets could be brightened up a bit, or have a light shinning on them. Right now, they're very hard to notice. Also, increase their saturation.
I dont think the green smoke works with the red light. Id go wth dirt brown.
Love where this is going! Keep it up!
@Kon Artist: Thanks I will experiment with the flags
@aajohnny: Thanks! what part of the texture is most noticeable or in need of attention?
Anyways, I took a minute to play around with a few ideas.
1. I can't read anything in the scene... but I know what an arrow is:) It's green and screams go here.
2. This becomes the focal point of your beauty shot, which is dead center, which isn't very interesting. But you know what is interesting? 'what's around that slightly dim lite corner in the back'
3. by moving the green sign back and slightly covering up the arrow, you can build the players curiosity, then maybe reward then with something cool hidden back there.
4. I added some color and lights to your boxes to add a little visual rhythm to your scene. (see image 2)
5. and reversed the flag colors
@Kon Artist: I like the placement of that beam with the sign on it in the back area tomorrow I will have an updated shot of that.
I think that the main thing that I would do to really push this scene further is draw the viewers eye by using some kind of warm/cool contrast. Pretty much right now, everything is pretty safely inside the same hue range. I would really bump this further and push your warms warmer and your cools more saturated. Unless you are looking to go for a more desaturated Gears of War type feel...
Anyways, that's just my take. I would just really push those colors further, and I think that you will really have something awesome here!!
So I finished the art test. I will still be tweaking the lighting and post just to really polish the seen in the next few days. But here is what I turned in! Thanks for all the crits more are welcome as I will continue working on the scene.
@Graze: yeah I wish I had more time to focus on that for the art test but I will be spending a whole day on lighting and post processing once I get the review on my art test!
More updates soon.