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Environment Study - Hitman Blackwater Hotel Office

Carlbot
polycounter lvl 5
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Carlbot polycounter lvl 5
Hello Ladies and Gents.

This is a environment piece I will be putting into my portfolio when it is complete - hopefully within a week. It is rendered in Marmoset, however I will be moving it into Cryengine soon. All textures have been created manually without using DDo, although I have used NDo.

Please do not hesitate to critique, everyone's input will be extremely valuable to me.

Here is the concept that the piece is based on.
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And these are a couple of the in-progress shots. I will be updating it over the next week.
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Latest Update Shots.

CryEngine 3:

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Marmoset:

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Replies

  • Dobbler
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    Dobbler polycounter lvl 11
    This looks like a really cool start! I would say to rework your lighting pass and brighten the scene up more to match the reference, It's hard to clearly see all your nice work as dark as it is right now.
  • Matt_Billeci
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    Matt_Billeci polycounter lvl 7
    Id also fix the background image to match more of the reference and give your scene that blue night/big city life feel to it. The work looks cool, but a lot of it is hidden due to the lighting. Interested in seeing what you come up with after moving it to Cry.
  • frmdbl
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    frmdbl polycounter
    I think proper GI will really make this scene pop, the first screenshot looks quite promising.
  • Beard3D Bandit
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    Beard3D Bandit polycounter lvl 7
    I can smell the books from here. 10/10

    Do the curtains feel too.....transparent to you though matey? perhaps give it a little bit of fog? If you get me.
  • Carlbot
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    Carlbot polycounter lvl 5
    @Dobbler - Thanks, I will change the lighting as you suggested, although I will probably make that the priority when I swap to CE3.

    @Matt_Billeci - That's just one of Marmoset's default skyboxes, I am going to leave that for now and add something more fitting when I move over to CE3.

    @frmdbl - Completely agree with you; the overall darkness does hide quite a bit here, I figure I have just gotten used to looking at it like this.

    @Beard3D Bandit - I get you. I will play with the transparency levels to find a more satisfactory look!

    It seems the main issue is lighting, please don't expect lots of updates on that while I am in Marmoset as I am hoping to address those complaints in CE3. Thanks for looking guys.
  • ed_3D
    Nice work so far :) Like others have suggested you should brighten it up more and definitely go for a blue night time of day like in the concept with some blueish spotlight coming in through the window (check out the realistic rendering demo project, it has a similar window with a nice spotlight setup), it will look nice next to all of those brown wood assets

    edit:
    oops I thought you were using UE4, ignore the realistic rendering project and spotlight setup stuff :D
  • Carlbot
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    Carlbot polycounter lvl 5
    Update

    I have for the last week been working on a Sideboard to make the space a little more interesting, I am also going to create another few assets to dress the area. Below you will see the currently untextured sideboard with a doodle of my idea for the set. The mirror that will sit atop the sideboard will have an ornately designed golden border to match the sideboard; it will also have a couple of photo frames either side. I was thinking of placing a bottle of wine on it also; additionally I have been toying with the idea of having a pair of 47's Silverballers along with his tie on a nearby chair to bring the scene together and give it some more of the Hitman identity.

    a39JTi8.jpg

    If anyone has any other idea's feel free to post. Although I don't want to spend any more than a week longer on this project.
  • amirabd2130
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    amirabd2130 polycounter lvl 7
    looks really great. well done so far
  • EpicBeardMan
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    EpicBeardMan polycounter lvl 8
    I really like the materials you've done for this scene. One lacking in the scene is the lighting. May I suggest you bring down the intensity on the outside lighting to get the lighting from lamps stand out, I think it would add to the scene look and atmosphere.
    Great work so far!

    Cheers!
  • Carlbot
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    Carlbot polycounter lvl 5
    ew9htqM.png

    Another update for everyone. There is now - as you can see - a textured sideboard. My next task is to model the mirror, I hope to create something of decent standard by the end of the day.
  • Carlbot
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    Carlbot polycounter lvl 5
    Quick update before I call it a night.

    I haven't posted in a while and this might be the last update before I finally move everything over to Cryengine.

    Please provide any input! Thanks for looking.

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  • Carlbot
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    Carlbot polycounter lvl 5
    New update guys.

    I have moved all my assets into Cryengine now, they just need placing. As you can see from the images below; most of that has already been done. Once I have completed that small task I will set about getting the lighting right.

    As usual, please leave any input.

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  • MrD4rth
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    MrD4rth polycounter lvl 9
    Amazing work! really really enjoyed this piece.
  • Carlbot
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    Carlbot polycounter lvl 5
    I've been playing with the lighting today, I don't pretend to be an expert but I think it is starting to come along. Probably needs brightening though.

    I'd appreciate and help and/or advice!

    P9FsaVe.jpgX63I4kY.jpgzXFeq9y.jpgguw4m0K.jpgNaEOH4b.jpg
  • Carlbot
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    Carlbot polycounter lvl 5
    I have been toying on and off with the lighting for the past couple of days and I believe - unless anyone with a better knowledge of lighting chips in - I am pretty much done with this piece.

    Please if you do have any C+C do comment.

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