Current Progress, Alpha cinematic Please leave feedback and crits
:
[ame="
http://http://www.youtube.com/watch?v=WE-gtv795Gs&list=UU1DADH8l7uI6upRxK7G_nXA&index=1"]http://http://www.youtube.com/watch?v=WE-gtv795Gs&list=UU1DADH8l7uI6upRxK7G_nXA&index=1[/ame]
Current Progress shot 12/04/13:
Hello everyone, just posting to show progress I've made on a scene, which I've based around the 2009 Star Trek film. I've spent around 4-5 weeks on and off due to other commitments.
The main purpose behind this scene was to create a new portfolio piece, I'm trying to break into industry and my portfolio isn't currently online, This will be one of my first scenes.
Id like to break down what planning I've done for my scene, I gathered allot of references from the film itself and as much reference I could find online as well. Here are some mood boards:
From there i went on to create a quick block out to get a rough scale of the scene, it is really rough so please bare with me:
Here Is my current progress:
Replies
Im currently working on the doors, I have no plans on extending this scene out to the corridors yet as I have other commitments and not got the time.
Here is the update, feedback welcome
Here is another update, started work on the metal frames and improved glass surrounding the captains chair.
All Crits welcome Please as I really want to improve my skills.
Thanks for Viewing!
Here is video:
[ame="http://http://www.youtube.com/watch?v=WE-gtv795Gs&list=UU1DADH8l7uI6upRxK7G_nXA&index=1"]http://http://www.youtube.com/watch?v=WE-gtv795Gs&list=UU1DADH8l7uI6upRxK7G_nXA&index=1[/ame]
Also some updated shots to try and brighten the scene up abit more:
Done video import test today for the screens on the main console, these screens move now when playing will get a video up when Ive finished the rest of the screens:
This is what I have left to do:
Please Leave comments and crits
Pete
Textured - Consoles ether side of captains chair ( added lights etc and materiel definition).
Textured - Main Console, this is first pass but got gloss map spec map etc on it now (Image below).
Floor has normal maps and detailed normal map to give it a better material feel.
Added lights under the trims of the floor like in my reference.
Worked on a better glass shader for main console and other glass panels.
The glass consoles have been added with details - which helps sell the room more.
LUT test in Photoshop not in engine yet.
Added in videos for the screens around the room for my dynamic element ( these still need more work).
fixed some lighting around the ring section of the ceiling to help brighten the scene up and fixed issue with nasty shadowing on the top roof around the main light structure.
So as you can see there has been many changes and tests happened in my last week some have been small and others not. I'm still on target to finish this scene in next couple of weeks, ill have to wait for the cryengine update to come through fro my lens flares which will help sell the scene further.
The LUT itself is very subtle but helps with colour grading it to how the film is. its just a test for now.
Here are my updates, first my LUT test, 2nd image is a half and half with before and after shots:
Here are some shots of the main console, small console and glass panels:
whats left:
Carry on texturing the consoles and other props around the scene and work on adding more detail.
thanks for viewing
As for the earth it still needs tweaking.
Here are my shots:
May I ask, Camrat; how did you make that animatic in the Cryengine? Could you maybe point me to a tutorial? How did you render it out?
Zepic:
This is what i followed its very basic tut to get you started, but thats all I used . Your work is looking sweet btw thanks for the comment.
[ame="http://www.youtube.com/watch?v=Ore8yfFrqNg"]Cryengine Basic Cinematic set up Part 01 - YouTube[/ame]
Other than that, MOAR LENS FLARE! Looks good dude.
I saw that you posted on my thread asking about lighting.
With your scene in particular, my eye has a bit of trouble being guided through the composition. You've got all these great little details with your bridge geo, but you need to help my eye out by guiding it a bit with lighting. It's reading a bit "flat."
Also, with lighting, think about how your materials will interact with the light. For example, look at the spec of your materials, bounced light coming from the spec in a way can act as a light source. You'll see it a lot in film. For example, they may wet down a street to get that cool looking spec reflection off the ground. Also, make sure and use environment probes to help with your ambient lighting. Use the sky editor as well and put in some fog to help sell the atmosphere (I'd be very subtle with it). You can also hit the ... in the editor and type "bloom" mess around with the bloom options (just don't over do it).
I'd also recommend just doing a "save as" on your level and mess around with different lighting and material tweaks, go for broke, just have fun and let your artist instincts kick in, no pressure.
With the lighting from the new Star Trek movie, it's extremely stylized. While cool, and risky IMO, I probably wouldn't have lit the movie that way if I was the DOP or Gaffer. But that's just personal preference. I'm not knocking the movie in any way, I had fun watching it
All in all, lighting is a discipline that's often been overlooked in the games industry (seeing how we were very limited by hardware). But with the next gen coming soon, that will definately change (which is awesome). Getting good with lighting takes as much observation and practice as any other discipline. I recommend watching movies with the sound off, just look at the lighting and composition of the shots. Try and figure out where the lights are coming from, look at the color, look at the shadows, look how the lighting plays off the surface (geo/normal maps/ POM in our case). Think of it in a way as painting with light. Catch all the cool details with rim lights, side lights etc. A lot of times with lighting, less is more.
Also, I highly recommend you buy this guy's book, it's for rendered images, but games are getting to the same level now so this definately applies.
[ame="http://www.amazon.com/Digital-Lighting-Rendering-Jeremy-Birn/dp/0321316312/ref=sr_1_1?s=books&ie=UTF8&qid=1365113058&sr=1-1&keywords=jeremy+birn"]Digital Lighting and Rendering (2nd Edition): Jeremy Birn: 9780321316318: Amazon.com: Books[/ame]
You also might want to check out the lighting challenge section over at CGTalk.
http://forums.cgsociety.org/forumdisplay.php?f=185
In the end, just make your mind more aware of lighting and you'll start picking up on it.
-and keep practicing like crazy. Have fun!
If u really want to go insane on lighting accuracy I would bring it to a post processing renderer like Mental Ray or Vray, depending on what 3D software u got and just do some light test. Then once u achieved the look you are looking for, then u can bring your scene back to Cryengine and match it. that's my personal method so far-- still experimental.
I really like your scene- I just had to contribute my thoughts on it-
my only crit is colored lights tone down the really white lights you got going on, and for each panel display add a colored light there not much saturation just a splash of color.
^it's been mentioned above too.
There should be tons! of them Also notice in your reff some of the shots. the only lights that cast direct white lights are the floor every other light has a color.
Also if you notice in the reff they always shoot though a reflection. and that reflection gives off a colored reflection too.
just things to keep in mind when moving forward
Keep kicking ass!
REALLY nice work! I love it!
The only thing I would say is that the texture on the outer hull through the viewscreen seems to be slightly fuzzy and not as crisp as the rest of the scene. But woah...super work!
Tell me if I've gone to far and your thoughts and feedback:
Thanks for viewing!
Really awesome work though man
Thanks again for your comments!
Camrat, are you using environment probes at all? My only critique at this point would be to bring up the gloss reflection on everything a bit (just a bit). The maroon floor and glass panels seem to need it the most IMO.
Also, are you using a DX11 card?
It's looking awesome, keep it up.
Zepic - I am using an environment probe in the scene without it its very dark. maybe I'm using it wrong not sure. and the gloss vale on the floor is quite high and the image i post doesn't really show you how high it is.
I am using a DX11 card but you can barely see the real time reflections unless I'm close to the objects. again maybe I'm doing something wrong. could it be the fact its a round room? not sure.
Here is the image:
Great job! the lighting has gone from super bland to hells to the yeah!
I'm calling this Done for now as I have other work to be getting on with. I will revisit this once the Lens Flare editor comes out For now i've overlaid some lens flares in photoshop to get a sense of that JJ abrams feel.
Final Shots:
Video (Please Watch In High Quality):
[ame="http://http://www.youtube.com/watch?v=UeI0NGzz_Uw&list=UU1DADH8l7uI6upRxK7G_nXA&index=1"]http://http://www.youtube.com/watch?v=UeI0NGzz_Uw&list=UU1DADH8l7uI6upRxK7G_nXA&index=1[/ame]
Could you show us some wires ?
Thanks
Do you use ZBrush? Is there a hint you can give as to the right way to point me since I want to learn how to do this stuff? All I know right now is character animation, but I would sure love to be able to be a sci-fi model guru like so many of you here.