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Nebakanezer interior scene

Hi, this is my first post here, I am a second year Games Art student and this is one of the projects we have to do. Feel from to crit and rip the sh** out of it :) Although for now I won't have time to make many improvements since we have a lot of deadlines other than this

(I'l probably upload wire-frames when I figure out the best way of doing it in UE4, for now the sum total of the scene is 373k tris)

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  • LMP
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    LMP polycounter lvl 13
    (I'l probably upload wire-frames when I figure out the best way of doing it in UE4, for now the sum total of the scene is 373k tris)

    The way I get wireframes for UE4 is I export the whole scene and then import the FBX into Maya/Max.
  • Portalshade
    LMP wrote: »
    The way I get wireframes for UE4 is I export the whole scene and then import the FBX into Maya/Max.

    Thanks dude, didn't know you could do that haha. You have just saved me a fair bit of time since my lecturers suggestion to get wire-frames was to make the textures of every asset UV snapshots.
  • Portalshade
    Wire-frames of similar shots to the original screen-caps.
  • Portalshade
    First lighting paint-over concept, since I am not particularly experienced with lighting but I'm thinking I might want to get into it more crit and advice is very much appreciated.

    Also this is my lighting attempt for copying the original scene. On close comparison the scale of the seen is somewhat different, even with 4 mood-boards, an entire day of collecting reference and watching all the movies over it's still kinda hard to pin point what this room looked like since there is a lot of it you never get a good shot of.
  • Portalshade
    So here is my lighting attempt from the paint-over, I'm not totally happy with it but I'm not sure what else to do with it.

    (Except for fixing that corridor which I just noticed)
  • Ervin
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    Ervin polycounter lvl 7
    Good work, and it's nice to see that you're keeping your poly-count in check, which seems to be rare among students.

    The lighting seems to be the biggest problem here. You really should take the time and think of all the places you could squeeze new lights, and look at other scifi scenes for ideas. You may even have to rearrange a few things in your scene or create new objects for lighting. For example; you could create a few lights coming out of the floor, out of the that machine in the middle, or hanging from anywhere in the ceiling. IMO it's generally a bad idea to have entire areas of a scene to be completely pitch black, at least add some dim lighting to the very dark areas.

    You should also think about composition a little. Every screencap you have provided so far comes from a pretty bad angle from where you can't really see much because everything blocks everything else and you're not making the best use of camera space. Consider that Matrix scene for example, even though one of the shots is inspired by it, it still looks nothing like it because for one, the floor takes up at least 40% of it and all the important parts are still hard to see. Again, look at other scifi scenes for inspiration, consider what the focus is, and what you can and can't see in a particular shot. This probably isn't important for you right now, but it's worth considering because sooner or later (in future projects) it will become important.

    Lastly, while the modelling of your scene looks complicated, it's still made up mostly of a large amount of individually simple objects. It would help if certain individual objects had more complexity to them.

    Over all it looks cool, nice work.
  • Portalshade
    Ervin wrote: »
    Good work, and it's nice to see that you're keeping your poly-count in check, which seems to be rare among students.

    The lighting seems to be the biggest problem here. You really should take the time and think of all the places you could squeeze new lights, and look at other scifi scenes for ideas. You may even have to rearrange a few things in your scene or create new objects for lighting. For example; you could create a few lights coming out of the floor, out of the that machine in the middle, or hanging from anywhere in the ceiling. IMO it's generally a bad idea to have entire areas of a scene to be completely pitch black, at least add some dim lighting to the very dark areas.

    You should also think about composition a little. Every screencap you have provided so far comes from a pretty bad angle from where you can't really see much because everything blocks everything else and you're not making the best use of camera space. Consider that Matrix scene for example, even though one of the shots is inspired by it, it still looks nothing like it because for one, the floor takes up at least 40% of it and all the important parts are still hard to see. Again, look at other scifi scenes for inspiration, consider what the focus is, and what you can and can't see in a particular shot. This probably isn't important for you right now, but it's worth considering because sooner or later (in future projects) it will become important.

    Lastly, while the modelling of your scene looks complicated, it's still made up mostly of a large amount of individually simple objects. It would help if certain individual objects had more complexity to them.

    Over all it looks cool, nice work.

    Thanks a lot :D , I'm not sure I am going to get to come back to this any time soon since we just finished an intense week of deadlines and still have sooo much to do although I will if I put this in my show-reel. Either way you've given me a lot of useful stuff to think about and I'l probably come back to this comment next time I'm lighting just to make sure I don't repeat history.

    I guess in my choice of camera positions I was trying to have something interesting in the foreground although I can see your point and it's probably not a good thing to do in games engine lol, and with the floor I was just trying to cut out the lack of a ceiling although that seems to be a very bad way of dealing with it in hindsight. This place already seems more useful than our uni animation forum, I'l try to remember to post on polycount more, I'v never been to big on forums previously.

    Once again, thanks :)
  • Portalshade
    This ones a bit rushed I feel but there ya go, may work into later for a portfolio piece and actually make it decent at some point.
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