Hey All,
I've been coming to this site for years and finally decided to start a thread. I am finally posting because I want a structure where I can be accountable to.
I want to complete this scene in 8 weeks, because that's when my baby is due.:thumbup:
my plan is to work of this concept from Ben Proctor that he did for Prometheus. The goal of this project is to develop a work flow at home so i can continue to update my portfolio. The others things i want to get out of this is to develop my high to low work flow, with keeping modular asset creation in mind, focusing on Ndo and Ddo for texturing, and bring it all into UDk. I'm going to try to post 2-3 times a week.
here are the concepts that I am going off of and first WIP.
I think next I am going to block out everything in UDK
ConceptFirst WIP Shot this is definitely not a good screen shot from max, I'd love some advice on taking a better one.
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Some suggestions!
1. Check some proportions here and there. A few things seem to be a bit off compared to the concept and reduce the chunkiness of the door.
2. Small window!
3. This bevel is VERY important because of the lighting. I would rework this piece a bit to match the concept so when the lighting phase comes there is a sweet corner for the light to dance around.
4. This light is going to help dictate alot of the forms of the door. So when creating edges and shapes, I would default to the mindset that this light needs edges to catch to be expressive.
As for screenshots.
Always use a 3 point light setup. Never render. Use the max viewport.
First make sure your viewport is set to max's nitrous mode.
1. Make sure realistic is checked.
2. Choose realistic materials with maps.
3. Scene lights, or default lights with 2 lights works.
4. This is the tricky one, someone smart hid the best viewport shadow setting at the second from the bottom, logic. Choose it, it's amazing.
5. These are my general settings, but vary depending on the scale of the scene. Pay attention to the radius. These settings do NOT update in realtime so you have to hit the apply to active view to get a preview.
At the very least use a 2 point light setup. Your key light should be at a 1 intensity and coming from the 'shoulder' of your camera. The second should be at about a .2 intensity, which varies, and should be on the backside and to the side of the model to illuminate the dark areas just slightly.
We can skype for a more in depth setup if you want, just let me know!
Get back to work!
here is an update and some additional reference images. Thank you for the feedback, I will address the proportions, asap.
I think u should block everything (the whole scene) out first before ppl can give feedback on scale/proportions Good luck with the project I'll be following it as well~
still working away at it. still a lot to do,finish the materials, unwrap a bunch of stuff, and still have a lot of lightmaps to do. That is some of the weirdness you can see. Here is the deck above,
Nice to see some movement on this. One thing I would like to see a bit more after you have the main bits fleshed out, is more of a 'lived in' feel. Trinkets, carts, waste bins, etc. Anything that might give it more function than just 'being a halway'.
Cool to see you using layered materials.
I think it'd be good to step back from the whole environment and just focus on the door and nailing it. I have some critiques here, but y'know just overall I think if you focused on getting all the details honed in on one section it would be good.
Quack!: thanks, I hope to get to the level of detail one of these days. It seems so far off. I have been getting a lot of inspiration from what Alien: Isolation has been doing in their corridors.
Cman2k: thanks for the feed back, I have gone back and forth working one one with another, just too keep me interested and going. I have thought a lot about just doing the door and the frame. maybe I should just just do that. I was hoping to do a full environment.
PogoP: thanks for the suggestions, "those brown bits" I should be vinyl, but aren't reading that way. I am still learning the PBR workflow.
marks: could you possible share any trade secrets? as you can see in the screenshot below, I am having some trouble with the vinyl. I just added a sphere reflection capture actor in front of the door and it is ruining the padding. I assume my vinyl is not set up correctly and I am going to rework them. any suggestions or help would be greatly appreciated.