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Last of Us Bar Concept UDK

Zin83
polycounter lvl 9
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Zin83 polycounter lvl 9
This is concept from the Last of Us im working on in UDK. Its WIP so crits and suggestions please.

The_Last_of_Us_Concept_Art_Bar_EZ-01_zpsb99de5af.jpg

bar_screen_3_zps06b89006.jpg

bar_screen_2_zpsd1ffe90a.jpg

bar_screen_1_zpsce337911.jpg

Replies

  • aajohnny
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    aajohnny polycounter lvl 14
    Great concept and cool that someone is tackling this. I know this is a wip but here are some things that I came across:

    - The stool looks bigger than the character, now those UDK characters have armor, etc on so they may look bigger than others.

    - The counter looks a bit too wide, at least compared to the concept but that is not necessarily a bad thing.

    - Some of the textures (the bricks, and stop sign for example) look a bit washed out (at least to my monitor). It doesn't look like there are any normal maps or anything and it's just a flat diffuse.

    - You probably didn't get to t his part yet but the windows are missing frames and also that upper sections seems to be a bit off compared to the concept, it's missing that concrete trim.

    I don't have much time right now but you are off to a good start!
  • Zin83
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    Zin83 polycounter lvl 9
    Haven't had a lot of time to work on this but here are some updates.

    last_of_us_bar1_zps23334e28.jpg

    last_of_us_bar2_zps88f0d41b.jpg
  • sharkey
  • shabba
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    shabba polycounter lvl 15
    I would probably reevaluate your light setup. Your letting too much random light into the space, over doing the lightshafts, and that lantern in the foreground is drawing too much focus, I would remove it or put it to the back wall like in the concept.

    The concept uses light to draw your focus, and provide that contrast to move the eye through the scene.

    And that text "When will it end" again pulls a lot of focus.. when it should be a subtle background element.

    Personally I prefer the subtleties of the concept more than some of the creative liberties you've taken. (Sorry if that sounds cold..)

    I would also really take a good hard look at material definition for your textures. There isnt a good separation.
  • praetus
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    praetus interpolator
    I have to agree on the text on the wall. It isn't subtle enough and it just feels stamped on. there is no wear to it our any detail of the bricks underneath it and frankly, it looks a little cheesy. Your lighting is being overpowered by the warm sun whereas the concept also shows off some cooler colors around the floor and ceiling. Also, that lantern is really bright for the current color temp in the room. All your warm colors are overpowering it and it looks really out of place because of it.
  • Moosebish
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    Moosebish polycounter lvl 12
    The scene in the concept is much cooler that your current scene. Obviously you want to be able to read your props well, but your interior lights are very warm looking. I think your window treatments also add to this, letting more of the warm sun light in.

    I'm not sure if you're planning on changing the bar area back to how it was in the block out, but the one in the concept comes down much further than your current version. I think if you had it more similar to the concept, the right side of your scene wouldn't feel so open, and it would lead your eye towards where the character would be standing better.

    This scene has so much clutter in it that it will take a while to fill it up like the concept, but its definitely getting there. Keep it up!
  • Sparr
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    Sparr polycounter lvl 13
    The scale seems generally off, everything is too big. Drop the ceiling down some, and if you look at the windows in the artwork, they seem to be roughly the length of a person, while yours seem to be of varying lengths.
  • Tits
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    Tits mod
    :) looking forward to see more of your progress. I do agree with sparr at in general it seems like there is some scaling issue.
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