What's up Polycount?!
Excited to be here and post my first environment. This study was inspired from concept art of The Last of Us. This project taught me a great deal and look forward to improving with my next scene. And that is exactly what I'm here for. Critiques, learning, advice and networking. My goal is to be the best Environment Artist I can possibly be, with a clear focus on breaking into the gaming industry.
Tools I used: 3DS Max, Photoshop, Quixel, 3D Coat and CryEngine.
Being an all around learning experience, one thing that bugged me was not being able to get the desired lighting effects I was looking for. Example, those atmospheric rays of light that come through windows. Plus, lighting altogether was something I'd like to improve on, as it will sell the scene so much better. Any tips would be appreciated!
Thanks!
Replies
Objects in light = warm
Objects in shadow = cool
Also, I think the scene is a bit too saturated. I would tone down the vibrancy a bit.
Here's something I threw together in Photoshop really quick to better illustrate what I mean:
I think a foreground element could really make the space feel more like you are present in the room. Maybe a stack of tires or a table off to the bottom right of the camera view. Just a thought.
I'm not an environment expert, but I like what you did with the lighting and shadows, and the models/textures seem pretty solid. Overall, nice work!
Yes, I have scale reference. At first the default camera angle/degree in CryEngine was throwing me off. But I can recheck and make sure everything is up to par.
Something like this?
I agree with Mats the main proportions of the room seems odd right now. The space between the bar and the tables next to the windows is so huge you could add a line of tables and chairs, that could be a solution to fill that empty space or you can remove the wall with the door to win back around 3 meters of space.
I've been reworking the scale, making adjustments. Are you also referring to the scale in context of a 1 to 1 replication of the concept art?
My feedback on this is mainly on the use of space... There's too much open space (mentions of proportions etc have already been mentioned) but I think generally any level in the last of us lacks so much open space along the floor, there's usually something that breaks it up e.g. moss/cracks/rubble/bottles/bricks/etc... but this is definitely a nice start.
Sorry if it's already been mentioned I really just skimmed this thread for images and one or two comments before I posted so if someone's already mentioned this consider it a +1
keep going
Thanks. Doesn't bother me if you touched on something similar. I never expect anyone to go through an entire thread before posting. Besides, you may have a different take on a similar viewpoint that contributes to the big picture.
I'm still exploring the scene. I had already started to work on my new project, so I'm just now taking the time to rework and take in all the advice. Which has all helped and made sense.
But if anyone has any good resources for CryEngine lighting techniques, please share.
I think you should tone down the warm colors in post process and dial it to more cooler colors.
I plan to. I mad a huge modeling mistake in my scene that was tied to instancing. Long story short, a lesson learned. But it caused me to rework a backup, and the over saturated textures still lived there. So I have to fix them all over again.
But I was thinking about something like this
but i feel the tires are too grey other than that i think this is looking pretty good man! keep it up
@Cglewis - Thanks. There's techniques I've learned since the beginning of this scene that would improve this project. One day I may return to this an redo the entire project from scratch with what I've learned and make it much better. I will be posting my new scene pretty soon.
Also, is it me, or does the multi-quote button not work? I've selected it several times and get no result.