Manticora - nice one. Numeric decal looks so so. It looks washed out not scraped. I also don't like barbwire over the fence (even though there is one on the concept... I couldn't see it at first). Seems out of place a bit. You could also brighten up the tunnel a bit. You could actually brighten up everything. Tunnel needs it more than the rest though. Work on lightening and colours and it will look really good.
Thanks! You're totally right, I noticed that the decal doesn't look right just when I posted it. I was actually planning to work on the final lighting tomorrow, and already thought of brightening everything up a bit - it's good to know that other people think so, too But I guess I'll keep the barbwire, I like the way it's adding some detail The whole fence is WIP though, I only added the texture of the floor grates to see what it will look like. So hopefully it will blend in better once it's finished.
It's funny that I'm seeing the opposite "problems" in your scene - I'd add some more scratches to the numeric decal and reduce the brightness of the lights in the tunnel a bit. Seems like tastes really do differ But I really like your attempt so far!
HELP: is there anybody that could possibly help me understand what I'm doing wrong here? I seem to be having some lightmass problems.
I have the 2 tunnels next to each other, in terms of texture when they are next to each other it's not a problem as the texture tiles nicely; But i seem to have some problem with my lightmass [I think that's what it is] you can obviously see a seam between the 2 meshes and I'm not sure why.
I've put the lightmass UV's on the grid-line and put some padding between the shells but doesn't seem to work.
Also this mesh IS still work in progress and will likely be re-modelled/re-mapped but it would be very useful to understand what's causing this issue to avoid it in the future
HELP: is there anybody that could possibly help me understand what I'm doing wrong here? I seem to be having some lightmass problems.
I have the 2 tunnels next to each other, in terms of texture when they are next to each other it's not a problem as the texture tiles nicely; But i seem to have some problem with my lightmass [I think that's what it is] you can obviously see a seam between the 2 meshes and I'm not sure why.
I've put the lightmass UV's on the grid-line and put some padding between the shells but doesn't seem to work.
Also this mesh IS still work in progress and will likely be re-modelled/re-mapped but it would be very useful to understand what's causing this issue to avoid it in the future
want a tip go onto the polycount Google plus chat group helps heaps
I guess I'd call mine finished now, but please let me know what you guys think!
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@ Raindance:
Great work so far!
Only two things are disturbing me: the neon lamps don't match the color of the lights - the lamps in the tunnel should be a little more reddish, and those in the front a little more blueish. And I personally wouldn't mix three light colors, but replace the purple one with the blue/green you've got on the left side. But maybe that's just different tastes again
Manticora - I think you could push it further. I don't think the values work in you image. Almost no midtones. I think you have a really good scene. Don't leave it like that. You can make it look even better.
Mischevious - maybe scale those lamps in the corridor a bit. They seem really small.
Another update. Fighting with Unitys HDR, tonemapping and stuff like that. Don't know what I'm doing.
edit: left corridor has different lightning setup than right one for now since I'm testing stuff.
What's up with rest of you guys ?!!! No updates !!! You are disgusting !!!
Thanks a lot! I'm actually not sure if it's really a problem with my lighting or only with my images... I've heard that my images are way too dark on some monitors while all the others are looking the same. Does anyone know what might be the problem? I'm saving my screenshots in PS as .png with sRGB profile...
Only two things are disturbing me: the neon lamps don't match the color of the lights - the lamps in the tunnel should be a little more reddish, and those in the front a little more blueish. And I personally wouldn't mix three light colors, but replace the purple one with the blue/green you've got on the left side. But maybe that's just different tastes again
Thanks a lot for crits. Here is an updated version.
It still needs some improvement before I can call it finished. Btw I think the wire fence in center looks really out of place, and I'm not sure about contact rails.
Coming in a bit late but i really wanted to join this time
So i've been banging my head around CE3 this last 2 days after completing my blockout in Max.
I'm now starting to get basic textures in-engine and here's where i'm at
Everything is still wip and i haven't imported a lot of modular pieces yet.
Lightning also is not really making me happy at the moment, since it seems impossible to keep CE3 lights from getting washed out. Any pointers on that?
I'll be baking other props tomorrow and hope to get this in a decent spot by the end of the month.
Not as far as I would like to be but here's what I have got so far. I have made some fencing but from a distance you can't see it at all which is a shame because it doesn't look too bad close up.
Love what you've done, MrOneTwo. It looks fantastic and you've got really rich, saturated colors going on. My ONE crit would be that it feels like the lighting in the tunnel needs to be pumped up a little brighter (the concept is more blown out) but other than that, spectacular job!
Completely rebuild the scene, as I figured out some stuff about Cryengine since yesterday and I made new materials with collision and such...
Need to import a few more meshes and modify the ceiling as i just noticed that it's a bit off;
also floor need tweaking and i still have to model the doors between the 2 tunnels.
Will probably get it do a decent state by sunday!
@MrOneTwo: that's really coming along pretty good! loving those nice warm lights...wish i could find a way to get something close to that in CE3 : /
i just figured out how to get my mesh into the cryengine.
collision isn't working for some reason.
It was working fine when I dropped my massout into the forest map. But when I made a map from scratch, nothing i am putting down has collision.
Anyways, look its amazing! - mass out in engine -woot
Love what you've done, MrOneTwo. It looks fantastic and you've got really rich, saturated colors going on. My ONE crit would be that it feels like the lighting in the tunnel needs to be pumped up a little brighter (the concept is more blown out) but other than that, spectacular job!
Thanks. I will pump those lights up! I would like to make the tracks more interesting. Will try to improve on those.
Well, turns out I was an idiot and didn't reset the HDR settings in my ToD, and that's why myc lights sucked.
Anyway, didn't get much done today, but i fixed the HDR and some proportions but the pillar is still bugging me.
It's kind of hard to match the camera angle...next time i'll probably set a fixed camera in engine during the blocking to avoid these problems.
Here's today progress:
C&C welcome!
@klash-120: That's really intresting, it'll be fun to see where you can take it!
I think I may be done for now with this piece. I'm rather happy how it looks...would benefit from some more things in the scene but FOR NOW I'm done (texture on pipes are wrong...damn...).
Here's my latest progress on the scene once again... still not done with it, but I'll be finishing it up soon. Needs to import and place some more props and give it a final polish pass.
i'm still chugging away at learning the cryengine. Some more learning about the lighting system. I think I can start knocking out some actual art assets at this point.
Here's my latest progress on the scene once again... still not done with it, but I'll be finishing it up soon. Needs to import and place some more props and give it a final polish pass.
Noob question... within cry-engine is there a simple tab or button to display everything in grey box, similar to UDK or do i just apply a simple, custom grey material to each mesh I'm importing and adding to my blockout?
Sound's stupid, but i don't wanna be wasting time doing stuff i don't have to
I've been trying to figure that out and can't ^ I've seen a few people do flat renders and as far as I can work out they've just done as you say unless I'm missing something.
I don't know if the metal parts are finished, but in my opinion, everything has a little too much specular - especially the pipes and the barbwire are way too shiny. I would expect them to be dirty and rusty in a place like that. Keep up the good work
@ Klash-120:
Very interesting concept, looking forward to some updates :poly142:
Hey Guys, a lot of great stuff here. I just wanted to update everyone that if you're not in the skype group you should join. Add me and I will add you to it. My skype is: alexmasterofcats
Furthermore the top two final scenes from each challenge will be featured in the Polycount recap on the front page as well as posted on the official Polycount Facebook and Twitter.
That normal map you can do in 3 min using nvidia photoshop filter. Doing bakes and using ndo on that kind of texture is a waste of time. Try and understand how the normal map works and you will be able to do a much more complicated nm texture in the same amount of time it took you to do that.
Oh, the number looks nice, the best one i've seen here, but you can add a bit more to it and make it awesome.
That normal map you can do in 3 min using nvidia photoshop filter. Doing bakes and using ndo on that kind of texture is a waste of time. Try and understand how the normal map works and you will be able to do a much more complicated nm texture in the same amount of time it took you to do that.
What?! Admittedly the bake could have been done in ndo rather than baked, but i don't understand why you are saying to use the nvidia filter OVER ndo? It takes no longer and has infinitely more functionality.
Whoa, you guys are doing some awesome work. Love the idea of a monthly challenge and of everyone helping each other out. Unless there's some member limit or something, I'm keen to join the next one if that's alright with you lot.
I've heard that my images are way too dark on some monitors while all the others are looking the same. Does anyone know what might be the problem? I'm saving my screenshots in PS as .png with sRGB profile...
Anyone?
The feedback for my lighting really doesn't help me as long as I don't know if I have to actually change my scene or if I'm only using the wrong settings in PS
---
I finally changed my number decal once again, and I guess it's looking better at least. What do you think? I really don't know how something that simple can be that hard to do...
@ Hayden Zammit:
The challenges are open for everyone It would be great to see your work next month!
The feedback for my lighting really doesn't help me as long as I don't know if I have to actually change my scene or if I'm only using the wrong settings in PS
One way is to check your histogram in Photoshop. If it's all crammed on the one side, it's too dark!
@manticora: Your shots are indeed coming a bit too dark, you could probably get some ambient light in there to fill the blackest areas
Okay, thanks! I've actually got an environment light to make sure nothing is 100% black, and several point lights to brighten everything up, but I'll try pushing the environment light a bit.
I guess I need to calibrate my monitors for the 1000th time, it's looking good there... :poly141:
Hello..this is my first environment, I'm banging my head against the wall with the lights..no idea how to get a light source come out of the actual light objects in cry engine 3...I'm happy with the scene so far but the lighting sucks, so any tips would be nice ^^ I also have no idea how to take a screenshot like the ones you guys post from inside the engine (first time using any type of game engine)
...no idea how to get a light source come out of the actual light objects in cry engine 3...
You can't make an object emit light... You have to fake it via glow on the object and a light placed near it, possibly with a projector enabled but it's really tricky to get it right... I've struggled a lot with them too
for the screenshot I used the console command r_getscreenshot 2, just be sure to hide the helpers (shift+spacebar hotkey) and the info on top of the viewport (r_displayinfo 0) before.
Replies
thanks ^^
Now time for some material and texture improving:
Thanks! You're totally right, I noticed that the decal doesn't look right just when I posted it. I was actually planning to work on the final lighting tomorrow, and already thought of brightening everything up a bit - it's good to know that other people think so, too But I guess I'll keep the barbwire, I like the way it's adding some detail The whole fence is WIP though, I only added the texture of the floor grates to see what it will look like. So hopefully it will blend in better once it's finished.
It's funny that I'm seeing the opposite "problems" in your scene - I'd add some more scratches to the numeric decal and reduce the brightness of the lights in the tunnel a bit. Seems like tastes really do differ But I really like your attempt so far!
I have the 2 tunnels next to each other, in terms of texture when they are next to each other it's not a problem as the texture tiles nicely; But i seem to have some problem with my lightmass [I think that's what it is] you can obviously see a seam between the 2 meshes and I'm not sure why.
I've put the lightmass UV's on the grid-line and put some padding between the shells but doesn't seem to work.
Also this mesh IS still work in progress and will likely be re-modelled/re-mapped but it would be very useful to understand what's causing this issue to avoid it in the future
want a tip go onto the polycount Google plus chat group helps heaps
Edit: more lightning tweaks.
---
@ Raindance:
Great work so far!
Only two things are disturbing me: the neon lamps don't match the color of the lights - the lamps in the tunnel should be a little more reddish, and those in the front a little more blueish. And I personally wouldn't mix three light colors, but replace the purple one with the blue/green you've got on the left side. But maybe that's just different tastes again
Update. Will give some crits later. No time now!
Looking good people. Cant believe it's only the 10th and many people's scenes already look finished and awesome.
Very inspiring.
Mischevious - maybe scale those lamps in the corridor a bit. They seem really small.
Another update. Fighting with Unitys HDR, tonemapping and stuff like that. Don't know what I'm doing.
edit: left corridor has different lightning setup than right one for now since I'm testing stuff.
What's up with rest of you guys ?!!! No updates !!! You are disgusting !!!
Thanks a lot! I'm actually not sure if it's really a problem with my lighting or only with my images... I've heard that my images are way too dark on some monitors while all the others are looking the same. Does anyone know what might be the problem? I'm saving my screenshots in PS as .png with sRGB profile...
Thanks a lot for crits. Here is an updated version.
It still needs some improvement before I can call it finished. Btw I think the wire fence in center looks really out of place, and I'm not sure about contact rails.
You're welcome! That's looking a LOT better with the correct lamp colors, and the lighting in general really improved
If you don't like some parts of the concept, I think you should just feel free to change them and do it your way.
So i've been banging my head around CE3 this last 2 days after completing my blockout in Max.
I'm now starting to get basic textures in-engine and here's where i'm at
Everything is still wip and i haven't imported a lot of modular pieces yet.
Lightning also is not really making me happy at the moment, since it seems impossible to keep CE3 lights from getting washed out. Any pointers on that?
I'll be baking other props tomorrow and hope to get this in a decent spot by the end of the month.
Completely rebuild the scene, as I figured out some stuff about Cryengine since yesterday and I made new materials with collision and such...
Need to import a few more meshes and modify the ceiling as i just noticed that it's a bit off;
also floor need tweaking and i still have to model the doors between the 2 tunnels.
Will probably get it do a decent state by sunday!
@MrOneTwo: that's really coming along pretty good! loving those nice warm lights...wish i could find a way to get something close to that in CE3 : /
Lil more work on my end. More blockage. Taking a turn for the opposite now
Going with a fantasy theme. I KNOW RIGHT?
collision isn't working for some reason.
It was working fine when I dropped my massout into the forest map. But when I made a map from scratch, nothing i am putting down has collision.
Anyways, look its amazing! - mass out in engine -woot
Only person ive seen so far being creative with this months concept! Kudos to you for taking the extra step and being creative!
Thanks. I will pump those lights up! I would like to make the tracks more interesting. Will try to improve on those.
Anyway, didn't get much done today, but i fixed the HDR and some proportions but the pillar is still bugging me.
It's kind of hard to match the camera angle...next time i'll probably set a fixed camera in engine during the blocking to avoid these problems.
Here's today progress:
C&C welcome!
@klash-120: That's really intresting, it'll be fun to see where you can take it!
@Mischievous: slow is good! just keep at it
Is this cryengine? Really nice job so far.
Sound's stupid, but i don't wanna be wasting time doing stuff i don't have to
Awesome looking work coming long people...
@ Fnitrox:
I don't know if the metal parts are finished, but in my opinion, everything has a little too much specular - especially the pipes and the barbwire are way too shiny. I would expect them to be dirty and rusty in a place like that. Keep up the good work
@ Klash-120:
Very interesting concept, looking forward to some updates :poly142:
@manticora: yup, those are still wip. I'll be making final adjustments as soon as the lighting is final and all the props are in.
Furthermore the top two final scenes from each challenge will be featured in the Polycount recap on the front page as well as posted on the official Polycount Facebook and Twitter.
Good luck!
Some really nice work in here this month guys, keep it up!
That normal map you can do in 3 min using nvidia photoshop filter. Doing bakes and using ndo on that kind of texture is a waste of time. Try and understand how the normal map works and you will be able to do a much more complicated nm texture in the same amount of time it took you to do that.
Oh, the number looks nice, the best one i've seen here, but you can add a bit more to it and make it awesome.
Have a good one
What?! Admittedly the bake could have been done in ndo rather than baked, but i don't understand why you are saying to use the nvidia filter OVER ndo? It takes no longer and has infinitely more functionality.
Anyone?
The feedback for my lighting really doesn't help me as long as I don't know if I have to actually change my scene or if I'm only using the wrong settings in PS
---
I finally changed my number decal once again, and I guess it's looking better at least. What do you think? I really don't know how something that simple can be that hard to do...
@ Hayden Zammit:
The challenges are open for everyone It would be great to see your work next month!
Haha, really could have thought of that myself Thanks!!!
My histogram actually isn't very different from the concept's...
A big thanks to alex for setting these challenges up, and everyone participating! I've learnt a lot and it was both fun and somewhat hard to build.
Also I can now finally build up my portfolio a bit xD
Enough talking, here are the final shots:
As in the Concept Art
Inside the Tunnels
And in the next stop of the subway ... also I notice now that I've left the axes helper in there : |
EDIT: updated images
Okay, thanks! I've actually got an environment light to make sure nothing is 100% black, and several point lights to brighten everything up, but I'll try pushing the environment light a bit.
I guess I need to calibrate my monitors for the 1000th time, it's looking good there... :poly141:
http://udkenvironmentportfolio.blogspot.com/
You can't make an object emit light... You have to fake it via glow on the object and a light placed near it, possibly with a projector enabled but it's really tricky to get it right... I've struggled a lot with them too
for the screenshot I used the console command r_getscreenshot 2, just be sure to hide the helpers (shift+spacebar hotkey) and the info on top of the viewport (r_displayinfo 0) before.