Hey everyone, so I found this concept art a while back and thought it would be nice to make. Using CE3 for this scene as it's always useful to learn a new tool.
Nice work so far. The concept's perspective construction checks out but s A-N-P has pointed out, your camera field of view is far wider than in the concept making it difficult to compare he spatial size. If you place your camera at eye-height and dead straight horizontally (to get vertical uprights) you should be able to narrow your field of view to match the concept.
Thanks for the feedback everyone, adjusted the fov a touch and moved some bits around, the concept has some odd proportions so I'm trying to balance what looks nice and what would work in practice.
Made a lighting rig and a display stand (skipped putting the glass in marmoset).
still messing around with this, turns out totems are a pain floor reflections are driving me crazy most of all, ssr isn't strong enough alone and environment maps seem kill the ssr when added. Guess I'll go hunt down some lighting tutorials to help out.
@Elynole the coloured breakdowns could be done in any drawing application much as photoshop or gimp (which is free) . Simply open up the concept image or screenshot of work and start overlaying transparent shapes or draw on top of the image. Then reduce the opacity. Hope this helps.
yes please explain the process for making the frame, i would be intrigued to know. I would guess you are using alpha maps of the shapes in zbrush? please explain. Thanks.
This is coming together really nicely! Really dig the lighting you got there so far! But I also second that question about the frame! Looks just great!
i really would like to know as well how you made that frame. its just... too good. everything else is looking pretty good. but i wouldn't mind some differentiation in hues. right now its looking very monochrome.
I agree with Luge about the hues, but I'm wondering if the ambient light color isn't a big culprit.
About that ambient light - It actually feels like your key light. There's very little directionality in the lighting, it's very flat, even, washy, etc. I'd suggest pulling ambient lighting down a ton, hell, almost black. If you pull it down, your exhibit lighting will start to pop more. The scene is in desperate need of contrast.
I also think the up-lighting on the the totems should be stronger. In the concept, the sources are right under the base of the poles, this will allow a much stronger light to hit the bottom and dissipate as it moves up. What's currently there lacks the strong gradation.
That gradation is key in the concept. My eye goes from the strong lighting at the base of the totems all the way up and then I find the balconies being hit by a mix of sourced lighting and moon light. From there, I work my way down the edges of the frame. It's a pretty cool circular read, but we're not getting that because the lighting isn't balanced.
Keep it up, can't wait to see what you come up with!
Love,
-Jon
^you actually hit the nail on the head with what i was thinking was making this scene look monochromatic. the lighting feels very "one trick pony" if you get what i mean, it seems to be making the rest of the scene scale to its color value and getting rid of some of your detailing and making your textures pop less than they should. I was actually a tad tired when I had posted it so glad some one elaborated on it in my stead :P.
I'd also agree with the idea on the totem polls not having a strong enough lighting towards them. Maybe boost the intensity and add a hint of warm color to it to help counter balance the ambient lighting.
Little update, still adding and adjusting the lighting some, managed to get the moon position to move so it casts some interesting shadows on the ground!
Agree on the monochrome, all my lights were white so I've given them some colour and it looks to have helped some.
For those interested in the frame here's a quick and dirty break down,
I probably didn't explain it very well but it's just made with custom alphas created from zbrush sketches. And some of the flourishes were created in photoshop. More details on the technical aspects of this you can find in the following videos;
Added some display cases to the foreground and in the distance (the concept had notice boards but that wasn't very interesting to me). Thinking I'll make various small props and artifacts to put in them.
Started out with a corkscrew and learning ddo as I go to texture it.
Replies
I think it's a FOV issue but your stairs look a little more angled than in the concept. And the room as a whole looks really stretched out.
Are you going to add those totems in too?
Made a lighting rig and a display stand (skipped putting the glass in marmoset).
Totems are up next
Also, this looks awesome!
I agree with Luge about the hues, but I'm wondering if the ambient light color isn't a big culprit.
About that ambient light - It actually feels like your key light. There's very little directionality in the lighting, it's very flat, even, washy, etc. I'd suggest pulling ambient lighting down a ton, hell, almost black. If you pull it down, your exhibit lighting will start to pop more. The scene is in desperate need of contrast.
I also think the up-lighting on the the totems should be stronger. In the concept, the sources are right under the base of the poles, this will allow a much stronger light to hit the bottom and dissipate as it moves up. What's currently there lacks the strong gradation.
That gradation is key in the concept. My eye goes from the strong lighting at the base of the totems all the way up and then I find the balconies being hit by a mix of sourced lighting and moon light. From there, I work my way down the edges of the frame. It's a pretty cool circular read, but we're not getting that because the lighting isn't balanced.
Keep it up, can't wait to see what you come up with!
Love,
-Jon
I'd also agree with the idea on the totem polls not having a strong enough lighting towards them. Maybe boost the intensity and add a hint of warm color to it to help counter balance the ambient lighting.
Little update, still adding and adjusting the lighting some, managed to get the moon position to move so it casts some interesting shadows on the ground!
Agree on the monochrome, all my lights were white so I've given them some colour and it looks to have helped some.
For those interested in the frame here's a quick and dirty break down,
I probably didn't explain it very well but it's just made with custom alphas created from zbrush sketches. And some of the flourishes were created in photoshop. More details on the technical aspects of this you can find in the following videos;
Custom Alphas
Custom Brushes
Started out with a corkscrew and learning ddo as I go to texture it.