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I'm always one to start too ambitiously on a big concept/ environment and never finishing it, so this time I decided to keep it small and simple, saw this one passing by during the monthly noob challenge and I just picked it for myself
Goal is to work on this every day after office hours and have something cool in a couple weeks. Any and all feedback welcome!
Concept:
Replies
Cool concept, the scale of the scene feels good, maybe one little little point is the arch, in the concept it seems a bit rounder at the top.
Good start!
The floor is not tile perfectly. The concept is very interesting, and the light + diffuse on the wooden floor could be tricky. But it's early WIP.
Subscribed !
Looks like a fun concept though. Looking forward to seeing your progress
st0kje > I'll fix the arch next, rounder is the way to go
Adam_Jarvis > Defo! I'll probably do some projecting decals or maybe even some geo for the random crap on the floor~
Mr Significant > Thanks! Been trying to do some smaller concepts to scenes lately and it's really more motivating for me to keep working
peanut ,Auldbenkenobi, keffer > tyty!
leleuxart > Agreed, the floor's kinda bad so I made a new one. (tbh that first one was just a cgtextures copy/paste).
Update, replaced the floor and started working on the wall texture. Did some checking into color LUT with UDK too, lots of fun!
maybe some more tonight!
http://www.3drender.com/challenges/
CandyStripes05 > ty
PogoP > I've re uploaded them on imageshack, hopefully you can see em now, really weird haven't had that happen before.(maybe try a hard refresh?)
Drew++ > This is awesome! Gave me some inspiration Thanks!
Thanks for the feedback so far, keeps pushing me forward
Got some planks done:
Update on the stairs
The stairwell/ windows, not sure yet how to handle the glass /backdrop
And the overview
Really hoping to finish this in a short bit and adding it to my portfolio
Thanks for checking it out!
It just sshows that this place is old and dusty
- Specular - I guess the main thing that stands out is that the scene (like mine was!) is still feeling a little 'dry'. I know it's an old dusty scene but a little more specular here and there, perhaps on the floor boards or in the form of damp streaks on the wallpaper might really help sell those materials. Look at the surface of the broken planks on the right of the concept - they reflect the blueish hue from the main light source, perhaps you could use this as a guide when matching your own broken plank specular...this could work well in conjunction with...
- a stronger light source - in the concept you have this great blue, soft light that really draws the eye and gives the scene that cold, lonely, desolate feel. Your scene seems to be lacking that blue hue and adding a stronger light source in coming from that main window would also allow you to get a nice soft shine on the wooden floor like in the concept (and pick out some damp streaks on the wallpaper as previously mentioned).
Ambient light - if you were to boost this a little it will help remove the dark portion of ceiling above the light in your image. Looking at the concept you can see the wooden beams there as well as the glass material of the light bulb glinting slightly in the light - this might be a nice chance to get a cool glass shader in there and let the newly added light in your scene play off it's surface.
- Camera FOV - I'm only really looking at your overview shot here, but quickly comparing it to the concept you can see that your field of view is not quite so acute as the concepts. The concepts FOV/perspective gives the structures a taller feel, like the arches are looming over the viewer with an ominous feeling. It also allows the camera to be futher into the scene which lets the two pillars frame the shot nicely. Increase your FOV, lower the camera and point it up a little, use the pillars to frame the shot and this will really help make it more dramatic and striking.
I hope these critiques might help you keep working on these scene just a little longer and if you draw a line under this one, maybe they'll help with your next Keep up the good work!
I'll also try to experiment with the light / dust particle stuffs
Just wanted to post an update on the floor and wall material, added in some spec/gloss and hoping on revamping it all in the following days:
img removed
The specular is something I'm working on at the moment, applying proper materials to everything, made a master material with controls for diffuse spec and gloss/normal.
The lighting still looks weak, more towards the purple instead of the blue-ish from the concept. I really like the more softer lighting, but for me atleast it's pretty hard to achieve without it looking boring. But will spend another day or two on lighting and see where that gets me
I did boost the ambient light so everything is atleast visible, still looking into post processing to get some more towards the concept.
Agreeing about the pillars making a frame for the shot, will try to go for that.
Some weird stuff going on with imageshack links..
This one seems to work tho:
- Added a new wall material
- Changed specular for the floor/wall
- Redid the lighting
- Added a soft lightshaft
- Fixed the lamp model/ Material
- Added fog to get closer to the concept
- Proper spec mat on the arch
Still adding a lot more small stuff, and thinking about replacing those stairs. Thanks for the hints so far, still gonna put a few more hours into this!
- Redid the wiring/ mounted it to wall
- Working on post processing
Still trying to push forward
Besides the grittiness, the lighting could use some work. Your lit area is lacking contrast and some of the stark white spots.
Still nice work though. I've enjoyed following along so far :thumbup:
I've looked at the concept, and I'm not sure if you're going for a 1:1 re-creation, so I have a few general suggestions that might pull you away from it a bit. If you're going for a direct replica, take from my suggestions what you will.
I think you need to re-balance the staircase wall texture. Because it's so close to white, it's picking up light more intensely than most of the other scene elements. The light that's splashing back upward toward the staircase landing is pretty intense too. When you focus on the landing and staircase, it's hard to believe this is happening at night. To me, that area feels a little disconnected from the rest of the scene.
I'd try to introduce some tighter attenuation in your lights so they falloff a bit more and we get some more light gradation. I think a gradient going up your back wall would realistically support the lighting and the creepy mood. With the 1st impact of the key light hitting the floor, you'd have more bounce heading toward the camera and less going directly away and up the wall. I'm not sure what your setup looks like, so whether you have a few lights or just one directional/spot, try to see if you can't splash less light back onto the staircase (fixing the texture will help too).
You could also try working a gradient from the back of the image to the camera. For what it's worth, you could try to add a touch more intensity to the light (so the impact is a bit hotter) but have the indirect scale down a bit more, or the number of bounces lowered by 1 in the world properties. Doing this would hopefully add a touch more contrast with hotter impact points and softer light scattering. I think the amount of bounced lighting fills the space more than moonlight through one window should.
Play with light impacts vs. bounces and see what you can do to add some additional contrast and interest. When the light travels as far as it seems to be doing here, it's less interesting. Tighten it up if you can and you'll effectively hone the eye on the focal point better. Sidenote, the fog is a touch too dense to the point where you lose all detail on the wall under the stairs, maybe soften it a bit?
Great work so far, looking to be a great piece!
-Jon
Honestly, before I go thru your progress posts, I seriously thought the top image was the concept/screenshot, and the next picture was your attempt. And then I scrolled down further and saw the concept art and thought, why did he make a (not as good looking) paintover?
Then I realized, that was what you were working off of. lol!
Your latest/final(?) screenshot looks really amazing!
Endfinity Jon > I really like the concept but all I really want is for it to look good, pulling away a bit from the concept wouldn't be a bad thing. I like ur overall hints, I'll put em on my todo list for this weekend and see how it turns out
- I get what ur saying, it was matching before but then I changed the other walls material so now it stands out a bit much maybe, was already working on the lighting on the stairs/wall themselves because it was way too much of a white blob overall.
Here's a lighting only shot, it's something I knew was gonna be important for this scene but never thought I'd put this much time into it, need to learn moar!
Currently I have a spotlight outside the window, a dom dir light, and two point lights (one below the first arch to get the lighting right on the planks on the right, and one halfway in the stairwell itself).
Currently got 3 bounces going on, will experiment some more tomorrow. I've also been trying to get some dust on those floor planks:
Also I've reduced the fog alpha too, was a bit much
Also time to add some spiderwebs and add some final touches this weekend!
Evolvyn > Thanks, I think the concept still looks better tho xD Mad respect for Gary Tonge!
Thanks for the feedback so far, really keeps me pushing forward
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