Hey everyone! I am new to this forum but would love some feedback on an WIP I am working on.
I am trying to recreate the the interrogation scene from the movie Skyfall in UDK with a bit more of a game feel to it.
I know I need to do some more color correction, adjust the lighting and possible mess with some of the materials/texutres. Critique away!
Reference:
Wires:
UDK Lighting:
UDK Scene:
Replies
I'd tone down the bloom, darken the scene, and work with a PostProcess to adjust the exposure and contrast. And lower the AO. :thumbup:
I adjusted the lighting to give it more contrast and gave it a more green tint but it may be overkill. I do agree that the scene is kinda boring. I don't know what possessed me to pick it in the first place, but now I just want to finish it.
I have been trying to make the material look more like tile but it just hasn't been cooperating with me. I even tried to implement a reflection on it and it failed. I must be doing something wrong. Also, I only see the spec on certain angles, is there a way to change that?
Here is my spec map:
This is what the material looks like before a lighting bake:
This is after a bake:
Update:
If you look closely at the corners & around the window, you'll notice that there's a different material - probably plastic of some sort - forming the edging. These strips are solid, with only a 45 degree cut at each corner.
I'm not certain if it's your texture or the size, but the wall size doesn't appear to match the reference. The window, for example, should be 12 bricks tall and 8 bricks above the floor's cement 'curb', while yours are 11 and 6 bricks, respectively. One of the nice things about bricks is they make it easy to verify sizes if you know the size of a brick; one of the nasty things about the bricks is that they make it easier for an observer to notice a difference,,,
The chair back could use some more polygons - it's blocky at the moment. Also, I think the shape is quite different from the actual chairs. I believe they are identical to the blue chair in the following picture:
Careful not to clutter it up too much, but it needs a focal point.