The red on blue looks like it almost had as much a part in the increased depth as the higher contrasting values did, interesting. It looks awesome, if that even needs to be said. Pretty envious of the reflections on those circular plates, the heads on the wall, and the richness of those colors and brush strokes (especially the left hand side of the foreground).
Hello Isadistl, I would personally take a look at this video. Only watch the first sections before the Q and A where Chris Perna is talking about visual clarity to the player and how to approach details.
While visually cool, you may have overcomplicated the design of the environment in some cases. Too much visual busyness is no-good for UT4 as Epic has stated they want to avoid that issue they had in UT3. Now I don't work at Epic, and only someone at Epic themselves would be able to tell people what's too far.
Your shapes are very interesting and alien feeling, but I would double check yourself on the business. Your decision to keep the floors clear is good I would just say some of the walls or obstacles in the area might be the culprits. Good luck man!
Hello Isadistl, I would personally take a look at this video. Only watch the first sections before the Q and A where Chris Perna is talking about visual clarity to the player and how to approach details.
While visually cool, you may have overcomplicated the design of the environment in some cases. Too much visual busyness is no-good for UT4 as Epic has stated they want to avoid that issue they had in UT3. Now I don't work at Epic, and only someone at Epic themselves would be able to tell people what's too far.
Your shapes are very interesting and alien feeling, but I would double check yourself on the business. Your decision to keep the floors clear is good I would just say some of the walls or obstacles in the area might be the culprits. Good luck man!
Thanks guys probably I missed this statement a new direction on the Simplification and direction in harmony
I liked the old style with theirs exaggeration details
Keep in mind what Chris said. The mirrors-edge ultra clean look is not the look of the entire game.
This quote from the forums is a good way of thinking about it.
"I think, since making a game with 90's levels of polygons isn't going to fly in 2014, the visual clarity has to come from having a hierarchy of details. If everything is equally detailed and important, you end up with something that that resembles late-medieval art where nothing is the focus of a scene. Finding a spefic character or detail in that is like trying to find Waldo. Detail doesn't create clutter by itself.
Basically, parts of the world and its objects need and overall well defined and recognizable shape, over laid with smaller subordinate details (bolts, rivets, lights, pock marks, grills, tiles...endless list of things). Even further, the color scheme of objects should add to the visual order and focus of the world. In the latest concept image, this is done effectively, by using colored orange bands to break up the map, giving it interesting detail but also harmony. Every detail can't be equally important or the product just looks incoherent, unmemorable and undefined."
Our opinion? This is insane! it is awesome the way it is, but maybe create a version with UT gameplay elements like flags and team colors. I agree that this look is exceptionally worthwhile having considering the interview comments reflect on being able to explore at this stage of the game. The atmosphere is still pretty consistent and the structure just adds some pretty good depth to the environment.
That looks really good. In fact I would love to give it a try and work on it some day, hehehe.
One thing I would add though, is some human silhouette somewhere to get a size reference. I can ind of guess with the stairs on the bottom middle, but still...
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LandSknecht - -I'm pretty damn flattered your attention!
Suba - ^______^
chucklepunch- niii-ce!!
guys write your opinion and what could be improved ( do not pity me!^___^)
I wish you all good luck
[ame="http://www.youtube.com/watch?v=z8Nlz7XonCs"]Unreal Tournament: Visual Clarity and Official Concept Art Preview - YouTube[/ame]
https://forums.unrealtournament.com/showthread.php?8029-Visual-clarity-in-Unreal-Tournament
While visually cool, you may have overcomplicated the design of the environment in some cases. Too much visual busyness is no-good for UT4 as Epic has stated they want to avoid that issue they had in UT3. Now I don't work at Epic, and only someone at Epic themselves would be able to tell people what's too far.
Your shapes are very interesting and alien feeling, but I would double check yourself on the business. Your decision to keep the floors clear is good I would just say some of the walls or obstacles in the area might be the culprits. Good luck man!
Thanks guys probably I missed this statement a new direction on the Simplification and direction in harmony
I liked the old style with theirs exaggeration details
This quote from the forums is a good way of thinking about it.
"I think, since making a game with 90's levels of polygons isn't going to fly in 2014, the visual clarity has to come from having a hierarchy of details. If everything is equally detailed and important, you end up with something that that resembles late-medieval art where nothing is the focus of a scene. Finding a spefic character or detail in that is like trying to find Waldo. Detail doesn't create clutter by itself.
Basically, parts of the world and its objects need and overall well defined and recognizable shape, over laid with smaller subordinate details (bolts, rivets, lights, pock marks, grills, tiles...endless list of things). Even further, the color scheme of objects should add to the visual order and focus of the world. In the latest concept image, this is done effectively, by using colored orange bands to break up the map, giving it interesting detail but also harmony. Every detail can't be equally important or the product just looks incoherent, unmemorable and undefined."
This one is perfect, very clean, the visual clarity can work with this one.
One thing I would add though, is some human silhouette somewhere to get a size reference. I can ind of guess with the stairs on the bottom middle, but still...