On a more constructive note, The interiors feel like exteriors with so much stuff over head you can't see the sky. if that makes sense. It was hard to tell at what points you were indoors and which points you were outdoors. Which might be the point?
Almost felt like every room you went into had a different atmosphere. Different light color. etc. Seems like nothing is unified or intentionally related to each other (as for different hallways and rooms) hard to decipher what kind of "area" you are in, or leaving. Again. might be the point. or might just not be developed enough to create "Direction".
I guess like the other gentleman was saying, It feels like there is a lot there, but all that stuffs purpose isn't clear. And it just becomes a bit confusing.
No point in picking apart the assets really. I think i saw a couple things that didn't' have textures on them. Not sure if you all caught that.
Nah. Looking awesome man. Look forward to following this. Just the scale your going and as one person is inspiring
Due to music was expecting a bar/club with a bunch of those character place holder models dancing at the end of the blue hall way. Anyways Looking phenomenal.
I'm continually impressed by this environment. I look forward to the day I can make something nearly as impressive. Love your textures and shaders! Keep the updates rolling!
s620ex1: the interiors/slum is only half interior, you can see the sky in many places if looking up, but the sun doesnt reach down there : ) Lighting is a bit all over the place still, im experimenting with it alot to see what works, but i hope i can tie it together a bit more and unify it. Right now everything is pretty bare, very few custom props, no signs etc, so everything looks very samey, but I have plans to fix that, which I hope will help : )
This is very impressive.. all done by your own.. hope
one day i have this skills to do something like this.
Very nice - a bit rage feeling. Like it !
Is there alot of geo and textures you reused ?
s620ex1: the interiors/slum is only half interior, you can see the sky in many places if looking up, but the sun doesnt reach down there : ) Lighting is a bit all over the place still, im experimenting with it alot to see what works, but i hope i can tie it together a bit more and unify it. Right now everything is pretty bare, very few custom props, no signs etc, so everything looks very samey, but I have plans to fix that, which I hope will help : )
Cool cool man. Sounds like you nailed the feel with semi-interior areas then Looking awesome like i said. Looking forward to seeing where this goes!
do you usually stay late at the studio or stick to a eight hour schedule? Im curious because im finding it hard to get motivated after coming home from a long day of vertex blending :P
MM: thanks! Yeah, its a bit massive... wanted to do push myself in new ways with this project, so im trying to push myself to work smarter and faster instead of just prettier ^^
ChrisPerr: I usually work a little bit more than 8h/day, but I dont stay that late unless there is a reason for it, like deadlines etc. I had problems to motivate me in my spare time in the first few years in the biz, but then it kind of accelerated, and now im constantly motivated and inspired almost every day no matter how much i work tbh : D
PhoenixWolf: I still get faster and faster all the time, but its something that takes effort to do, focusing on getting faster gets you a long way : )
Thanks for the comments : )
CougarJo: agreed, it wuld be badass, but then I would have to limit the headshapes a bit more, hmm, might add it on the heads themselves in some cases instead : )
igi: I used senecas "rotate or unrotate"-script in a combination with a simple macro I made that just removes some of the selection steps etc
Extremely nice work. Very inspirational. Scifi is one thing I hugely struggle with, why do you add fake detail, when is it right to and not to and what actual detail do you add?
I look at this:
The parts I struggle with is, why put ridges on certain parts and screws on others.
Perhaps I am too immature as an artist and over time I will tune to whats 'pleasing' to look at. Either way, great work, keep it up!
Absolutely inspiring. Your shaders look great, and the overall look and feel of the environment is very well designed. I hope some day soon to do work on this scale. Thanks for sharing and I can't wait to see the final product.
I have a question about how you deal with the realtime lighting and animated environment meshes in the scene (not the characters, but the fans, and vents). I just had some issues after animating a fan using matinee last night. Are you using matinee to animate it those things? If not what? Do you have issues with the lighting on those meshes, because when I tried using matinee I had to convert the static mesh to a mover first, and the shadowed areas just become completely black and I loose the environment color in the lighting.
jestersheepy: I guess it comes with practise and having built/looked at alot of machines I guess, im still fighting alot with it and try to make the designs look reasonable.
ZacD: Im not using environment color at all actually, it gives me wierd results when im using only dynamic actors like this And also if you switch to a mover it might to start using the lighenvironment for characters, you need to make sure that those adds upp and that you have built lightmass : )
So, I havent had alot of time to work on this in awhile, but im starting to tidy everything up a bit and polishing it now, getting rid of placeholders, making more custom props etc. Here are some random shots ^^
Replies
On a more constructive note, The interiors feel like exteriors with so much stuff over head you can't see the sky. if that makes sense. It was hard to tell at what points you were indoors and which points you were outdoors. Which might be the point?
Almost felt like every room you went into had a different atmosphere. Different light color. etc. Seems like nothing is unified or intentionally related to each other (as for different hallways and rooms) hard to decipher what kind of "area" you are in, or leaving. Again. might be the point. or might just not be developed enough to create "Direction".
I guess like the other gentleman was saying, It feels like there is a lot there, but all that stuffs purpose isn't clear. And it just becomes a bit confusing.
No point in picking apart the assets really. I think i saw a couple things that didn't' have textures on them. Not sure if you all caught that.
Nah. Looking awesome man. Look forward to following this. Just the scale your going and as one person is inspiring
only one thing... you might want to turn down the bloom a bit
s620ex1: the interiors/slum is only half interior, you can see the sky in many places if looking up, but the sun doesnt reach down there : ) Lighting is a bit all over the place still, im experimenting with it alot to see what works, but i hope i can tie it together a bit more and unify it. Right now everything is pretty bare, very few custom props, no signs etc, so everything looks very samey, but I have plans to fix that, which I hope will help : )
one day i have this skills to do something like this.
Very nice - a bit rage feeling. Like it !
Is there alot of geo and textures you reused ?
Cool cool man. Sounds like you nailed the feel with semi-interior areas then Looking awesome like i said. Looking forward to seeing where this goes!
lol
I say Amphetamine, or he's a half god. Either way the scene looks fucking incredible!
ChrisPerr: I dont know, addiction maybe? ^^ Need to create more and more ^^
PerlinFalcon: for a few months in my spare time now. its probably... 3-4 months now, or something
Here is the result from todays livestream, 2h of modelling headgear, not finished yet though
this whole project is a massive undertaking! do you ever sleep ?
i guess you get faster over time? 0__o
ChrisPerr: I usually work a little bit more than 8h/day, but I dont stay that late unless there is a reason for it, like deadlines etc. I had problems to motivate me in my spare time in the first few years in the biz, but then it kind of accelerated, and now im constantly motivated and inspired almost every day no matter how much i work tbh : D
PhoenixWolf: I still get faster and faster all the time, but its something that takes effort to do, focusing on getting faster gets you a long way : )
that eye piece is badass. kinda like the borg. lol
roosterMAP: ah, you mean like a cap under the helmet? Yeash, that would be cool actually : ))
lol
CougarJo: agreed, it wuld be badass, but then I would have to limit the headshapes a bit more, hmm, might add it on the heads themselves in some cases instead : )
igi: I used senecas "rotate or unrotate"-script in a combination with a simple macro I made that just removes some of the selection steps etc
I look at this:
The parts I struggle with is, why put ridges on certain parts and screws on others.
Perhaps I am too immature as an artist and over time I will tune to whats 'pleasing' to look at. Either way, great work, keep it up!
ZacD: Im not using environment color at all actually, it gives me wierd results when im using only dynamic actors like this And also if you switch to a mover it might to start using the lighenvironment for characters, you need to make sure that those adds upp and that you have built lightmass : )
So, I havent had alot of time to work on this in awhile, but im starting to tidy everything up a bit and polishing it now, getting rid of placeholders, making more custom props etc. Here are some random shots ^^