Now that I finally got myself a copy of the game I can take and post proper screen grabs of my environments. I was given bare basic unreal bsp blocked out game play rooms and took them to final lighting and decoration (level art). Most of the art assets are from outsourcing but we did have internal artists making modular pieces as well for us to use in dressing the rooms.
I will be updating my CGHub with more images later as well from further in the game. It seems most of my environments did not make the cut. But after watching walk through of the new story and path I saw a few of my areas deeper into the campaign.
Enjoy!!
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EDIT: Checked it out at home and indeed, it's pretty dark.
Ryan, would you mind if I posted some ACM stuff in this thread as well? Keep the clutter down?
the luminance seems to have been clamped. the brightest brights are at ~70% luminance.
just open the 3rd image (since it has both lights and shadows) in PS and check histogram-luminosity. you will see that the highest value peaks at ~170 which is roughly 66% of 255.
nice deco work though.
*edit*
Same with the rest of the images on CGHub, all with clamped luminance.
Dark environments are great for games, no so great for portfolios. You may need to push the levels beyond what was intended just to show things off.
The work looks good though, I just would like to see more of it.
Thanks guys,
Ryan
Here are a few I managed to snag. ACM was my first "nextgen" game, working with normal maps and such. Good learning experience. Looking back at these assets, I see soo many mistakes I wouldn't make now, which is kinda awesome.
I'll get some in-game screens later, of areas that I did deco/lighting on as well.
I'll try to get some more level shots when I have time.
All this is great though. Ryan, I think some of the images on CGHub showoff the lighting a little better. Stubbles, dat rubble!
Also, I made that 'Airway 5' vent wha-whaaaat. Best asset ever amirite?!
It IS pretty damned swanky