Hey all, this is my first big post here and I want to share what I am currently working on.
I've mashed a couple of images together and my own ideas to create this abandoned warehouse office. I'd love any critiques/advice as I am still open to changes.
One piece of feedback that I hear a lot is that sometimes environments can be lifeless if there isn't any context or back story, and so I've added one to help bring some life into this scene by turning an office into a home. Here's a warehouse loft that has been left, used, and lived in. Perhaps a youth has taken up refuge and set up a small camp in this office and has just stepped out for a bit after last night's rain.
Some really great story telling in your environments Aneesha, even your medieval one as well.
You had said that there had been rain from the night before, any chance you could show indication of that? Maybe a small bucket that catches water falling from the holes in the ceiling (maybe the person boils this water for drinking?). The scene feels great with just the right amount of grunge, great job!
For most assets I left the mipmap options at default while a select few of the larger assets have no mipmaps.
If there is a better way to go about this, i'd like to learn more if I can
This looks really awesome! Here's some crit:
It feels lived in but I think that element could be pushed even farther. Maybe one or two pieces of clothing hanging from the clothesline? Halfway empty bottle of gatorade or some such?
Also, the dust particles seem a little too big. But that's it for my nitpicking.
For most assets I left the mipmap options at default while a select few of the larger assets have no mipmaps.
If there is a better way to go about this, i'd like to learn more if I can
Well I'd say mipmaps are really a matter of personal preference rather than absolutely technical. I'm usually a sharpen 5/7/10 type of guy as it keeps my hand painted textures crisp at a distance. The effect will definitely be more pronounced the larger your scene is, grass looked basically completely different when I changed to a sharper mipmap in one project. I found this tutorial really nice when it comes to them as it includes pictures of a before/after. http://iamsparky.wordpress.com/2011/07/12/mitmaps/
Thanks for the help everyone, I have a small update for this scene. I fixed up the dust particles, the windows, made a bucket, and in general made the room feel more wet looking. I think it would be really cool to incorporate a half finished drink and maybe a scarf or some sort of clothing to show more of the season its in.
Replies
You had said that there had been rain from the night before, any chance you could show indication of that? Maybe a small bucket that catches water falling from the holes in the ceiling (maybe the person boils this water for drinking?). The scene feels great with just the right amount of grunge, great job!
Can you show us some wire and textures?
I'm not sure what is the best way to show wires in unreal, but i'll add some breakdowns very soon.
for now here are some prop close ups from my site,
I'm a big fan of the little coffee cup plant myself
Are you using mipmap groups/sharpens on your textures? I only ask as its just a tad blurry on the textures, although that's probably just me.
If there is a better way to go about this, i'd like to learn more if I can
It feels lived in but I think that element could be pushed even farther. Maybe one or two pieces of clothing hanging from the clothesline? Halfway empty bottle of gatorade or some such?
Also, the dust particles seem a little too big. But that's it for my nitpicking.
Good job!
Edit: Here, have a crit as well!
As awesome as the design elements are, you could certainly push it a littlefurther with things that aren't so generic.
You might want to ask yourself questions like
What does this person do? Are they a professional on hard times? Do they have a hobby? (or Are they just a bum?)
What season does this scene take place in? Might there be some seasonal assets you could include to sell that idea?
What time-period does this take place in? Is it modern day? Maybe a few years ago? Maybe a few years ahead?
Is there some sort of disaster on-going?
Just some questions you may be able to ask yourself in order to breathe even more life into this already awesome piece!
Good luck!
Well I'd say mipmaps are really a matter of personal preference rather than absolutely technical. I'm usually a sharpen 5/7/10 type of guy as it keeps my hand painted textures crisp at a distance. The effect will definitely be more pronounced the larger your scene is, grass looked basically completely different when I changed to a sharper mipmap in one project. I found this tutorial really nice when it comes to them as it includes pictures of a before/after. http://iamsparky.wordpress.com/2011/07/12/mitmaps/
afterthought, maybe too much bloom. : )