So after about a month of persuasion to make a thread and not just stick to my sketchbook thread (
Jimmy), here's what I've been working on - and it's taken ages because I've been trying to get a good result from the lighting.. after working with Snowdrop and actually being able to run CryEngine on your work pc, you get a little spoiled..
It's heavily inspired by that E3 (I think) The Division demo with the police station, and also a tiny bit by Battlefield Hardline. Power's out, apart from emergency lighting.
I still think lighting and composition are definitely not my strengths, so any crits and feedback = super helpful
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Can't wait to see how it will evolve.
And I apply an Unsharp Mask at strength 56 to all my renders, that's my secret :P
The only thing I might be concerned with/made aware of is maybe, maaaybe the composition might get a bit too noisy/crazy in the background area, but that could probably be just coming from some of the models being in various states of blockouts versus finished.
Keep it up!
Got motivated to do some more with this project after work, so I'm trying out different structural meshes (and I've learned a thing or two from an awesome lighting artist here in Newcastle), as a major crit of this environment was a lack of focal point:
(minimal postprocessing atm)
(I wish Epic would either fix light source orientation for spot lights or I could arrange this environment in Snowdrop...)
Now if only it was super easy to make these emergency lights have lovely volumetricyness..
Agreed with AtticusMars about the lights, they do seem way too low
Shortened the cables on the lights, and added some more clutter:
@mats effect - yup, trying to work through this (semi) logically. In the previous iteration I kinda rushed the desks and filing cabinets by quickly using chamfers, edited normals, and plain tiling textures. But I want to make sure when I go over them again, they're done nicely
Edit: annoyingly, looks like the dirt mask for the bloom doesn't show up in highres shots -__- anyone know how to fix this?
A load of WIP shots after some more blocking out of props, placements of grunge and WIP graffiti, etc etc
Small update - tweaked the lighting a lot, added obviously fake volumetric cones, since UE4 is a tad behind on the times (and my launcher crashes 100% so I can't access the learning content), and altered the material for the WIP smashed glass
in between, have you ever thought about recording yoyur workflow, or even streaming! I would be totally the one who would watch!!
This has been totally overhauled, and I'm more and more realising that it's funny how The Division E3 trailer planted the seed of this project in my head - now I'm working on it and still working on this environment :P
Latest stuffs:
More @ Artstation
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@Soldier63 - Thanks really high praise! I'm not sure I could really teach anything that you can't find somewhere else (and better) though :P That said, I know some good tips on saving time. Stuff like doing a bare minimum high-poly and easily adding most of the normal map detail in 2D - that can really, really speed up your work in a lot of cases. Maybe I'll do some write-ups when I get some holidays or something
So this is officially my longest-running project. The first iteration of this environment, according to facebook, sprang into life about a year ago. Since then I've had an awesome job to be present at, and I've completely scrapped and re-done this enviro about 2 or 3 times. But... enough is enough. Ish. Still lots that could be done to it (maybe someday) but for now I'm calling it done.
https://www.artstation.com/artwork/oxyPm