Sup Polycount. This is a scene I actually finished about a month ago. This scene is based off a concept from 343. It's a wreckage of the ship Forward Unto Dawn, presumably where Halo 4 wills start. Not sure why i didn't post it up earlier. Today i noticed that 343 released Forward Unto Dawn Episode 2 and in it, the environment from the concept was featured, albeit with some changes. Reminded me to throw the stills up. Even made a cheeesetastic video that was supposed to be in the vein of the E3 2011 trailer. Tell me what you think guys.
This looks really nice. I would also love a breakdown. For the snow did you just create a few different piles and spread them around or was each one a unique mesh?
The snow on the ground is one big super mesh. In the hallway, those are modular snow pieces piling up against the walls. And they all share the same tiling map.
And I agree about the lighting being flat. it actually looks much more dramatic in editor before light baking. The contrast between the light cast from the hallway and the darkness surrounding the cryotubes is much more intense. Problem is, is that once baked it kinda gets all flat as you can see. Maybe it has something to do with lightmass.
can't wait for UDK4 when all lighting is real time..
Hey this looks pretty good. I think i saw this in class. Nick was giving you a hard time with the lighting too I believe. Do you plan to push this more?
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Would love to see some breakdowns
And I agree about the lighting being flat. it actually looks much more dramatic in editor before light baking. The contrast between the light cast from the hallway and the darkness surrounding the cryotubes is much more intense. Problem is, is that once baked it kinda gets all flat as you can see. Maybe it has something to do with lightmass.
can't wait for UDK4 when all lighting is real time..
I agreed with AlexCatMasterSupreme. Floor looks flat. Textures don't look like metal. I feel like you need to add more gloss in your materials.