Concept:
So far ive done most of the low poly:
Starting to work in cry engine:
Im sorta having problems with those female pillars,, not sure if im happy with it yet. Also does anyone have an idea of whats going with the shiny curved wall (right side) of the concept,, cant tell if there are ceiling lights or reflection.
~CD
Replies
I agree with you on the female pillars/light holders - it looks like they aren't connected to the ceiling and just placed there. It might be worthwhile redesigning them a bit. Her hand could be handcuffed to a support or holding on to something. I don't know it needs some sort of connector from her to the ceiling I think/ Other than that keep going
That's an awesome concept too. I like the colors. Do you remember who the artist was or where you found it?
Leleuxart, the artist is Erik van Helvoirt from cghub: http://phade01.cghub.com/images/
Looks like the pattern on the wallpaper is not reading too well,, gonna change the uv so that it uses a tilling texture and I can use a higher res texture.
Thats next on my list,, I also want to add that wolf! haha.
Here is an update:
I am aware that those tiles need work,, I think the normals are way to strong plus the spec is weird.
~CD
Here is an update:
Worked on the room, fixed the floor tiles, adjusted the materials & lighting.
Having some problems with the reflections,, if you can tell there are so many errors towards the end of the hall. Let me know if you have any ideas.
Also, I'd definitely add some more detail to that room. Some ruffled blankets, pillows on the floor, etc. If you don't want to do a character, I'd made the room look.... used.
There are some changes in your latest update that I'm not sure were for the better. There are a lot of little things that I think you can fix to push the scene further.
As Leleuxart stated, the scene is bright. I'm assuming it's some sort of sci-fi brothel. Seedy, dirty, uncomfortable are okay feelings to evoke, but if I was personally there, I'd probably close my eyes...and cry. The brightness that was mentioned is happening in two areas, your textures and your lighting.
Here's a shot from Dishonored. The brothel uses red too (as it tends to feel uncomfortable, even oppressive) but its softer than what you have. Makes the place feel more tangible. I understand it's stylistically different, but I feel like it was executed masterfully.
Your red is extremely saturated, very loud. Same with your pink/purple, orange, and green. Everything is competing for my attention and I'm struggling to find a place where my eye can rest. Maybe introduce a touch of variation in your textures with some saturation tweaks. All of your colors seem to be cranked up to 11. Not sure if that's the true diffuse map or if you also have some heavy handed lighting that's adding to the mix as well. You've done a nice job with your floor, good specular response, nice reflections. I'd love to see that carry over to other aspects of the scene.
Concerning lighting-
I know it's probably not the case, but the walls seem like they're slightly emmisive because I can no longer see the effect of the lighting on them. This is one of the things in the scene that is making it feel un-realistic. In the concept, you can feel the influence of the pink/purple bulbs on the wall and see the light attenuation. You achieved this in an earlier update, I could feel the light from the bulbs hitting the walls and falling off into some darker tones.
I'd be curious to see a lighting only grab of the scene and maybe an unlit/texture only.
Stylistically, I think you should take a few liberties with the scene to introduce a more focused composition and final product. It might be nice to soften the lighting around the door, so that you can push that room to be the focal point. I might would introduce a bit more atmosphere and DOF to the further points of the hall so that you're less inclined to focus down in those spaces.
I did a quick paint over to illustrate where I think you could go. It's not a big switch, but I adjusted your saturation, tried to add importance to your open room by having it be the brightest point with light spilling out, and softened other areas to hopefully give less interest:
Here's your current:
And a slightly modified version that hits some of the points I was describing:
Hopefully, the little adjustments help to bring some much needed focal elements to the scene. Now the question is, what do you put in that room?
I'll be excited to see where you go with this as you reach your end product, good luck to you,
-Jon