Hey,
So for the past few days I have been working on a new environment in my spare time. I wanted to mix sci-fi and industrial together and create something that feels heavy. I will be posting progress when I have some!
Some things are placeholders, and there are a few glitches I have to take care of but here is the first WIP screenshot:
Suggestions and crits are totally welcome! thanks for looking
:thumbup:
Replies
I would probably make the floor lights orange just to blend everything better.
Keep the blue room and corridor to the left.
Also, the panels on the back wall to the right are a bit distracting, they could be darker.
Other than that its good. Composition is good too (Im guessing you want the viewer to focus on the room top left)
@ mbischof: Thanks! glad you like it so far.
@ Jeff Parrott: Yeah, i'll try some things out and make sure it doesn't completely blend, but make sense, and thanks
New Update:
- Fixed the lighting to make the back wall darker.
- Lowered florescent lights intensity.
- Added large pillars .
- Lowered the bridge.
- Added Railings to the bridge.
- Added a drainage tube along the bridge.
- Extended the Control Room.
I was working on a giant blacksmith forge scene a while back in UDK and I found the most convincing way to capture the atmosphere of a foundry or metalworks was really careful use and blending of volumetric lights around any "molten" metals. You want to portray the air around them getting so hot that it's starting to emit light itself.
All you've got right now are a few areas with some minor emissive on them. That won't be near enough. Crank that shit up and try to capture the fact that the friggin' air surrounding that material is hot enough to luminesce, and things will start to pop.
Update:
- Added the much asked for boiling pots! (Not fully finished, I have to add a few more things to help them, but they are there for now, and I will add pouring lava soon)
- Added some Particle Effects.
- Added a large Banner.
- Added a Hook to the machine about the bridge.
I am not sure I like this camera angle, but this is not going to be a single shot environment.
I am probably going to start on the corridors very soon, after I finish some props for inside this room (many rooms for this environment
Thanks for the kind words and suggestions guys! keep them coming!
@ AimBiZ: I agree with you which is why I made the BIG boiling pot for you
@ SouthpawSid: Ah gotcha, yeah totally, i'll show closer shots from now on, and thanks
@ Jessica Dinh: Awesome glad you like it glad my style and mood is showing!
You could add some warning signs here and there, maybe some blast doors(which are used to avoid the excessive amounts of heat radiated by molten metal) and ventilation equipment like huge fans etc.
Also, good placement of Greentooth
Things still feel a bit scattered though, but it would be easier to crit if you show different views of the enviro since it'll not be just one shot, and I'm also most curious to see since there's hints of stuff going on, or passages leading to places.
@ a3sthesia : Thanks! just work hard, and never stop ha !
@ Jessica Dinh : I agree with you, the other boiling pot wasn't cutting it, thanks to suggestions I made a bigger pot!
@ EmAr: Thanks a lot, and Ooh, keep the suggestions coming! especially since you've worked at a steel factory, even though you hated that, I hope you don't start hating me for reminding you! awesome, and thanks for those suggestions, those will be coming up in the next update I have to include Polycount in all my work haha.
@ clawhead: Thanks! yeah totally, I am working on some things that should hopefully push people eyes towards to focal point.
@ Seasame: 8) Thanks! I em enjoying working on this environment,
@ SouthpawSid: Glad you like it, thanks
@ AimBiZ: Thanks, and yeah of course, I'll try and get another angle or so in there to get what's going on, I always plan on adding more props, but I get distracted making something else I'll make sure to get everything to fit together and not feel so scattered.
@ ChillyDog12345: Haha thanks I really appreciate it!
The workers would clip their sweaty tank tops onto the fan grill so they would dry quicker.
Ok, I'm not sure you'd like to add this one into your scene but you see why I didn't like the place, right?
In case you haven't seen it, this video has some nice images too:
[ame]www.youtube.com/watch?v=d5dk2SFCApU[/ame]
But as GarageBay9 said you need to get that deep red spilling of light from the infra-red down into visible light working for you.
It just looks mildly warm in there, not metal meltingly hot.
I guess this is where the HDR/tone mapping becomes important as the value of the light coming off the molten metal will be pretty high!
Dave
but - all the boilers are tilted yet the molten metal is not sitting parallel to the ground.
Here is a BIG update (before I saw your suggestion ha)
Quick Real-Time Video I put together just to show how it looks in the Engine....moving....
http://www.youtube.com/watch?v=3h-LFzPjudQ&feature=youtu.be&hd=1
Here is a update along with just a few quick props (going to complex assets next)
One problem with the smoke: your smoke seems to be flowing downward. It's a very hot smoke, so it should go upwards.
Anything around the inside edge of the smelting pot should just be glowing hot metal not the actual slag. Also the pots themselves look too clean like they've never been used. Smelting pots typically have a lot of glowing hot crusty metal on them due to being constantly overheated. http://www.saltspringphotographers.ca/images2009/ab1.jpg
And some sparks would look awesome too... http://www.sciencephoto.com/image/356602/530wm/T8100177-Sparks_fly_in_a_foundry_during_copper_smelting-SPL.jpg
My only other comment would be that the foreground could use some more detail. Where's the conveyor that rolls everything out of there? And what about some catwalks? Otherwise everything is looking really nice just way too clean.
http://i.imgur.com/rK3aG.jpg
The green and polycount splashes are not working for me, I like the flag because it makes the detail on the hooks pop, keep that. Also I'd expect the light from the actual lights be less powerful and cooler and color than the metal liquid.
Also the fan is too gray, but I didn't fix it in the paint over.
Well actually, you do have the lowered areas at the front to the left but I can't make out what they do or what they bring to the composition.
Individual props are nice.
Other angles:
Few glitches here and there but yeah
You should show how the main structure looks as well as wires. Doesn't matter if it looks good or not. What's important for this thread is to show how how you go about creating this.
The more raw stuff you show the easier it is to give feedback imo as polished stuff may make some people reluctant(guilty of that sometimes) to point out what needs improvement since it's usually harder to go back from that stage.
I also just realized that your smoke is way too white. It should be a lot darker.
Looking a lot better overall though!
that's probably because your textures look like they're diffuse only. normal maps seem pretty subtle, it's hard to notice them. same goes for specular maps, maybe that's lighting's fault but everything on the scene seems to have similar properties.
and also lots of props seem to have been made as low poly only so their edges have that sharpness like props from older games.
I'll see what I can do I did aim this to be a environment that would fit in a deathmatch level of a game.