Hi everyone! I'm working on an environment taken from concept art for Deus Ex Human Revolution. There are going to be a bunch of small props throughout the scene but for now I'm working on getting the main details of the scene built.
My goals for the project are:
- To create the windows and tiled floors.
- To create the robotic arms
- To finish the wall pieces
- To create various lab props
The goal is for me to make it look as much like the concept art as I can while also making a few changes to make it interesting. I'd love to get some feedback on how everything looks so far and any advice or tips you could give me to improve it would be awesome. Thanks a lot!
Replies
Overall the scene is kind of difficult to read or focus on any particular part. I think a large part has to do with the rather uniform lighting you have currently setup.
Everything is lit in a very even manner, and I think it would work to your advantage to emphasize certain parts a little bit more than others.
I did a quick paintover in photoshop. I hope you don't mind and it isn't necessarily what you have to go for.
It's basically just bumping up the contrast slightly and making the area around the sign lighter than the rest to provide more of a focal point. I had changed the floor glass to orange just to show that maybe you can use a little bit more color variation, as of right now everything is very blue/grey besides the floor and the touch of yellow on the sign.
If you'd like to add rather than change, maybe think about an industrial setting and how most labs have about 500000000000000000000 safety posters, NO SMOKING SIGNS, EYE PROTECTION REQUIRED, 000 Days Since Last Accident (with blood on it of course ), caution strips, etc. which add both a sense of life, detail, color variation, and identity to a place.
They're not too time-consuming to make since they're simply planes with an opacity mask or just a decal, and can be rather fun to make and place.
Probably my biggest issue with the main room is the floor, and how the blue material is very hard to guess what it is. It sort of looks like glass, but then it sort of looks like a television floor due to the lack of shadows it's receiving.
You could probably break up that giant floor a bit more by playing with how the lights are casting shadows as well. Maybe place in some spotlights that create a nice long shadow across the floor so the scene has a bit more value interest. Playing around with the post-processing options could also help make a little more interest in the overall exposure, lighting, and color such as a dark industrial room with selective spotlights or a slightly overexposed/"modern" clean lab.
Just some suggestions and my 2 cents.
Keep it up!
I'm curious about the post processing things you mentioned, in class we are going to be using Unreal 4 but I wonder if UDK and Unreal 4 will handle those things similarly. There's more to study!