WOW. I can't wait to see what you guys did with the material settings! How much of this is an enclosed 'playable' space and how much of it is built for the screenshots? I ask because if you are releasing the UDK files, I will get a chance to wander around this in an Occulus Rift in a couple of weeks...
whaaat? looking amazing!
love the colors, love the contrast of indoors and outdoor, loveing everything! xD
a question, the horizontal tubes in the wall, is that only with a normal map are is there a curve in the wall aswell? can't tell for sure
oh, and shot5 just looks like an illustration, so clean and again amazing colors
Man, awesome all around! I am especially impressed by what you accomplished in terms of lighting and materials from your second to last pass to your final one. I can't wait to check out the udk scene.
Great job guys, those glossy metals read really, really nicely and the holographic globe with lighting affects looks ace! Will be sure to check it out when you release the package!
Thanks for sharing! Will be great to dissect this piece and hopefully I will find some pieces of your brains! Will be s awesome. And I also love this piece so much, really one of my most favorite 3d environments I have ever witnessed. Wonderful work ^^
( love the lightning and the wet materials ! congratulations you nutters !!!! , now make a 1080 p walpaper version for us ! and a break of the process of making this )
now make a 1080 p walpaper version for us ! and a break of the process of making this )
I only posted the 720p versions cos I don't wanna spam the forum with gigantic pics, but if you click each screenshot it should take you to the 1920*1080 versions of it.
But here's a link to the Flickr gallery: http://www.flickr.com/photos/helder_pinto/sets/72157635165379597/
As for the breakup, I'm gonna take a break and then we'll put together a making-of of some sorts.
i have a question! can i have your children? :P lool jk
anyway i love it, i don't quite remember an environment that made me want to go and play a game in it this much in a long while, love the color and the contrast from organic to industrial/tech as you go farther away from the window
Solid game art, there is no questioning that. It is clear you guys are professionals. The choice of colors and lighting are interesting and take all of my admiration.
While there is no questioning the capabilities you both possess as 3D game artists; pushing polies, working with materials, lighting, and so on, I do feel that the design of the actual game space is rather safe. (Save for that exterior, that's pretty interesting.)
It's familiar. We've seen this before in a sci-fi setting.
Metal pipes in the walls.
Metal panels on everything.
All leading to a focal point that is very vague in what its function is.
The separation and contrast in materials seems to be a contrast in metalic surfaces. There isn't a lot being offered here besides that, it feels like. (I know there is more than metal in the scene, but I think I have made my point).
If it wasn't for the lighting, post, and colours I'd actually be pretty upset to see that you two decided to collaborate on an environment such as this. I wouldn't have been convinced it was enough of a challenge for this duo.
The focus point feels like an afterthought to the overall design. Why is that planet being projected like that in a Terraforming Reactor? Hell, what is a Terraforming Reactor? Why is it in such an open, spacious scene overlooking that lush terrain? Where are the instrument panels someone would use to interface with that projceted planet or the reactor itself? Now, I know you guys will have answers to these questions, but what I am really getting at is that there isn't much of a concrete story here. It's all a bit vague when I really don't think it needed to be. In my opinion that is a byproduct of an afterthought in design.
I love you guys. And I love the art you both do. I have been a fan for ages and I am super happy you guys collaborated on this. Like I said, there is no questioning your abilities as 3D game artists. I just wish you guys really knocked it out of the park with the art AND the design of the space.
Solid game art, there is no questioning that. It is clear you guys are professionals. The choice of colors and lighting are interesting and take all of my admiration.
While there is no questioning the capabilities you both possess as 3D game artists; pushing polies, working with materials, lighting, and so on, I do feel that the design of the actual game space is rather safe. (Save for that exterior, that's pretty interesting.)
It's familiar. We've seen this before in a sci-fi setting.
Metal pipes in the walls.
Metal panels on everything.
All leading to a focal point that is very vague in what its function is.
The separation and contrast in materials seems to be a contrast in metalic surfaces. There isn't a lot being offered here besides that, it feels like. (I know there is more than metal in the scene, but I think I have made my point).
If it wasn't for the lighting, post, and colours I'd actually be pretty upset to see that you two decided to collaborate on an environment such as this. I wouldn't have been convinced it was enough of a challenge for this duo.
The focus point feels like an afterthought to the overall design. Why is that planet being projected like that in a Terraforming Reactor? Hell, what is a Terraforming Reactor? Why is it in such an open, spacious scene overlooking that lush terrain? Where are the instrument panels someone would use to interface with that projceted planet or the reactor itself? Now, I know you guys will have answers to these questions, but what I am really getting at is that there isn't much of a concrete story here. It's all a bit vague when I really don't think it needed to be. In my opinion that is a byproduct of an afterthought in design.
I love you guys. And I love the art you both do. I have been a fan for ages and I am super happy you guys collaborated on this. Like I said, there is no questioning your abilities as 3D game artists. I just wish you guys really knocked it out of the park with the art AND the design of the space.
-2 cents
Nice to see some proper crits in this thread.
It's all well and good getting praise, obviously, it's a very technically efficient scene, but I was saying early on that it feels very 'modular' still in it's design. A lot of the wall panels etc look like non-functional, random panels that just scream 'ndo' to me. I'd have like to have seen more of a flow in terms of architecture.
As I said before, great work on the scene, but I think some things could have been improved on.
It's obvious that this is great work, so bravo on that but I do have to say( and I never expected to hear me saying this!), perhaps there is a little bit too much color. Or maybe it's because it's such a busy scene, I really liked this stage a lot:
I have to say HP that the only one who even comes close to making UDK levels as sexy as yours is Jordan Walker and he's sort of cheating since he works for Epic :P
My god this is amazing! PK, your work is fantastic too so seeing the two of you collaborate on a project is awe inspiring!
are you still planning on releasing the upk and udk files for this, really interested to see your use of image reflections, and what you got going on in the wet metal.
adam, thanks so much for the feedback!
I actually agree, function is always a big factor when you try to make sci-fi. We tried to make something a little bit out of the box, that looked "fantastical" yet somehow looked familiar and looked like it has a function and a purpose, or we tried our best anyway, ahah!
It's a hard thing to do tho and finding the balance is always tricky, and that blurry line stands on very subjective ground. Very valid feedback, thanks man!
As for the scene, i'm going through some really busy times but as soon as I find the time I'll put it out there, hopefully this holidays!
Wow, amazing work! can't wait for the upk release! I've just started to get into environment mapping and being able to break this scene down would be awesome
We have not no, It's just that I have been extremely busy since the beginning of the year and I've been getting home exhausted. I will try and do it this weekend, and once again, thanks everyone for the nice comments and messages!
Replies
love the colors, love the contrast of indoors and outdoor, loveing everything! xD
a question, the horizontal tubes in the wall, is that only with a normal map are is there a curve in the wall aswell? can't tell for sure
oh, and shot5 just looks like an illustration, so clean and again amazing colors
This is really cool ?
A little TX breakdown will be awesome !
Hrrrrrrgggnnnhhhhhhh. That is awesome! I'm awaiting the package!
Best regards Nuke
you guys should sell shoes or something.
( love the lightning and the wet materials ! congratulations you nutters !!!! , now make a 1080 p walpaper version for us ! and a break of the process of making this )
This scene raps up UE3 for me, what a great engine it has been, can it really get any better before UE4?
I only posted the 720p versions cos I don't wanna spam the forum with gigantic pics, but if you click each screenshot it should take you to the 1920*1080 versions of it.
But here's a link to the Flickr gallery: http://www.flickr.com/photos/helder_pinto/sets/72157635165379597/
As for the breakup, I'm gonna take a break and then we'll put together a making-of of some sorts.
anyway i love it, i don't quite remember an environment that made me want to go and play a game in it this much in a long while, love the color and the contrast from organic to industrial/tech as you go farther away from the window
While there is no questioning the capabilities you both possess as 3D game artists; pushing polies, working with materials, lighting, and so on, I do feel that the design of the actual game space is rather safe. (Save for that exterior, that's pretty interesting.)
It's familiar. We've seen this before in a sci-fi setting.
Metal pipes in the walls.
Metal panels on everything.
All leading to a focal point that is very vague in what its function is.
The separation and contrast in materials seems to be a contrast in metalic surfaces. There isn't a lot being offered here besides that, it feels like. (I know there is more than metal in the scene, but I think I have made my point).
If it wasn't for the lighting, post, and colours I'd actually be pretty upset to see that you two decided to collaborate on an environment such as this. I wouldn't have been convinced it was enough of a challenge for this duo.
The focus point feels like an afterthought to the overall design. Why is that planet being projected like that in a Terraforming Reactor? Hell, what is a Terraforming Reactor? Why is it in such an open, spacious scene overlooking that lush terrain? Where are the instrument panels someone would use to interface with that projceted planet or the reactor itself? Now, I know you guys will have answers to these questions, but what I am really getting at is that there isn't much of a concrete story here. It's all a bit vague when I really don't think it needed to be. In my opinion that is a byproduct of an afterthought in design.
I love you guys. And I love the art you both do. I have been a fan for ages and I am super happy you guys collaborated on this. Like I said, there is no questioning your abilities as 3D game artists. I just wish you guys really knocked it out of the park with the art AND the design of the space.
-2 cents
Nice to see some proper crits in this thread.
It's all well and good getting praise, obviously, it's a very technically efficient scene, but I was saying early on that it feels very 'modular' still in it's design. A lot of the wall panels etc look like non-functional, random panels that just scream 'ndo' to me. I'd have like to have seen more of a flow in terms of architecture.
As I said before, great work on the scene, but I think some things could have been improved on.
Great stuff nonetheless, you make me jealous.
My god this is amazing! PK, your work is fantastic too so seeing the two of you collaborate on a project is awe inspiring!
I actually agree, function is always a big factor when you try to make sci-fi. We tried to make something a little bit out of the box, that looked "fantastical" yet somehow looked familiar and looked like it has a function and a purpose, or we tried our best anyway, ahah!
It's a hard thing to do tho and finding the balance is always tricky, and that blurry line stands on very subjective ground. Very valid feedback, thanks man!
As for the scene, i'm going through some really busy times but as soon as I find the time I'll put it out there, hopefully this holidays!
Thanks all!
Est
next up, the release of the level, will try and do it before xmas!
[ame="http://www.youtube.com/watch?v=BWgGQ1GEwbI&sns=fb"]Arbor Vitae - UDK Scene flythrough - YouTube[/ame]
That is going to be a really nice and educative christmas present.
Just a small thing, but at 0:35 in the video, is that a piece of Ivy clipping trough the glass?
ahah, oops!
Also Merry Christmas to all polycounters!
Where or who did the music for you?