This is really nice. Haha, I have to admit I think I felt some slight motion sickness during the flythrough, but I really dig this. I'm jealous of that floor tile.
i really like the tile floor. the pattern might be debatable, but the material is great. could you show your maps for that and maybe even a breakdown of your workflow?
the new fly through is much better! you dont always have to have one camera to show off the scene, its nice to brake it up, it sorta gives the viewers eyes a short brake in a sense. also, potential employers might get bored watching it because it might take a while for the camera to get to the next area(like going into the kitchen).
your new cameras show it off way better and keeps the viewer interested, awesome!
i actually kind of like the zigzag flooring in the front area, as most diners just have black/white checkered floors.
but as for the kitchen area i would maybe see about changing it, that room has a heavier load to the eyes because its well lit and there's lots of stuff back there.
you don't want the viewer to be too distracted from all the work you put into it.
i really like where this is at now and cant wait to see more!
I'd like to see the overall lighting be tweaked and really force yourself to make the areas above the lights seem darker than they are currently. I see a lot of scenes with blown out ceilings and there is usually not that much bounce light to illuminate it to that degree.
I'd also bump your ambient for your main area, it's too dark overall. I like the mood, but it's too dark.
The metal panels in the kitchen are not reading as metal, work on your spec.
Don't forget the details! Trims and painted on shadows in your diffuse will do wonders.
Aesthetically looks decent, but the style of bulb in the kitchen, is fluorescent and should be way cooler that how you have it atm. The outer area I think could use a jukebox of some sort, and a general grime pass like u did to the kitchen.
Wow, thanks for all the wonderful feedback! I've made some of the changes suggested:
Brighter ambient for the dining room. Better or worse? I think it's a little too bright now... Floor tile kept for now, but I'll play around with some more textures later.
Base paint and floor tile for the kitchen added. Trim and shadows will come later, it took me longer to change the UVs around for some of these meshes and re-write bits of the material than I expected. I also tried to tweak the lighting in the kitchen a little and tweaked the ceiling material a little to try to get it darker, but I can still make it darker I think. Maybe use some wide spotlights instead of pointlights.
Also, the metal material has been adjusted a little, but the specular highlight just doesn't show up in the previous angle:
Haven't adjusted most of the grunge yet either, but it's all vertex painting anyway so I'll tweak that after getting the lighting and trim right.
i really like the tile floor. the pattern might be debatable, but the material is great. could you show your maps for that and maybe even a breakdown of your workflow?
Maps:
Workflow:
1. make diffuse tilable (adjust with adjustment layers as necessary)
2. heightmap generation:
a. smart blur or surface blur on diffuse to get rid of tiny little bumps to make normal map more readable
b. blow out contrast with levels or curves
c. desaturate
e. duplicate entire heightmap, set to screen and slide down to get rid of dark checkers, adjust as necessary
3. run through xnormal or nvidia texture tools filters to convert heightmap to normal
4. spec generation: increase contrast on diffuse with curves / levels, hue/shift 50% across hue strip for dielectrics
The spec on the tile floor should not look like that, black and white tile are just as reflective and reflect the same ammount of light at around the same intensity. The spec should be very light on both tiles, and only dark where there is cracks, dirt, and the gaps between titles.
The spec on the tile floor should not look like that, black and white tile are just as reflective and reflect the same ammount of light at around the same intensity. The spec should be very light on both tiles, and only dark where there is cracks, dirt, and the gaps between titles.
Didn't realize that, thanks! I've updated the specmap but decided to swap out the tiles anyway. What do you guys think of the new tiles?
Also, decreased the gloss on the tiles (thanks for the tip), tweaked the lighting some more, and added trim and color grading. Think the lighting could be better?
Looks really nice but waaaaay too grungy for a kitchen/restaurant! I think a few hints of bad hygiene is cool (some random splatters, rotten food here and there, etc...) is cool, but right now it looks like the kitchen has been abandoned for 20 years :P
Use grunge to tell a story, not to add "visual interest" to a scene!
You have kept every minute things in mind while designing it. I loved it. Also I feel that some suggestions given above are very true like the floor pattern.
Replies
The grunge on the kitchen interior and the doors looks too similar and a little over the top
Kitchen looks a bit too dirty and not keen on the floor, not sure a building would run that same floor tile through the entire building.
What do you mean? Could you elaborate?
I'll mess around with the floor and grunge a bit. How do you guys usually go about separating a coplanar floor with BSP?
A senior mentioned something about the flythrough, so I've made another one with just slow pans. Better? http://youtu.be/GbGeqZiyKxM
Man, I guess that shows how much I know . I really liked the floor, but I guess that just reinforces your criticism. I was immediately drawn to it.
@Doom - I like the new flythrough better. The camera motion isn't as distracting.
your new cameras show it off way better and keeps the viewer interested, awesome!
i actually kind of like the zigzag flooring in the front area, as most diners just have black/white checkered floors.
but as for the kitchen area i would maybe see about changing it, that room has a heavier load to the eyes because its well lit and there's lots of stuff back there.
you don't want the viewer to be too distracted from all the work you put into it.
i really like where this is at now and cant wait to see more!
p.s. better add some glass ketchup bottles
I'd like to see the overall lighting be tweaked and really force yourself to make the areas above the lights seem darker than they are currently. I see a lot of scenes with blown out ceilings and there is usually not that much bounce light to illuminate it to that degree.
I'd also bump your ambient for your main area, it's too dark overall. I like the mood, but it's too dark.
The metal panels in the kitchen are not reading as metal, work on your spec.
Don't forget the details! Trims and painted on shadows in your diffuse will do wonders.
Brighter ambient for the dining room. Better or worse? I think it's a little too bright now... Floor tile kept for now, but I'll play around with some more textures later.
Base paint and floor tile for the kitchen added. Trim and shadows will come later, it took me longer to change the UVs around for some of these meshes and re-write bits of the material than I expected. I also tried to tweak the lighting in the kitchen a little and tweaked the ceiling material a little to try to get it darker, but I can still make it darker I think. Maybe use some wide spotlights instead of pointlights.
Also, the metal material has been adjusted a little, but the specular highlight just doesn't show up in the previous angle:
Haven't adjusted most of the grunge yet either, but it's all vertex painting anyway so I'll tweak that after getting the lighting and trim right.
Maps:
Workflow:
1. make diffuse tilable (adjust with adjustment layers as necessary)
2. heightmap generation:
a. smart blur or surface blur on diffuse to get rid of tiny little bumps to make normal map more readable
b. blow out contrast with levels or curves
c. desaturate
e. duplicate entire heightmap, set to screen and slide down to get rid of dark checkers, adjust as necessary
3. run through xnormal or nvidia texture tools filters to convert heightmap to normal
4. spec generation: increase contrast on diffuse with curves / levels, hue/shift 50% across hue strip for dielectrics
Didn't realize that, thanks! I've updated the specmap but decided to swap out the tiles anyway. What do you guys think of the new tiles?
Also, decreased the gloss on the tiles (thanks for the tip), tweaked the lighting some more, and added trim and color grading. Think the lighting could be better?
Use grunge to tell a story, not to add "visual interest" to a scene!