Concept By Eric Yi Lin
URL:
http://kuroe702.deviantart.com/art/Haven-Interior-363235388I am using this concept for inspiration to create a fighting game environment in unreal engine 4. This is part of a 6 week demo reel project at the Dave school. This is a piece i am very excited to work on since the fighting game genre is something i am passionate about.
. I
really want to capture the depth, history, and emotion this piece has to offer. As of now, i am 3 weeks into the project and have taken care of most of the modeling and layout done. I will be posting WIPS as much as i can. Below is what i have so far today. Any critiques are much appreciated!
Replies
I feel you have lost a lot of the depth and sense to scale to the scene e.g. the cathedral in your environment is about maybe 3-4 times shorter than the concept and the overall sense of large scale feeling that the concept has does not seem to translate into your environment.
The lighting and the mood in the concept is also different from yours with strong moonlight beaming through the windows creating light rays in combination with the orange lighting and bloom from the various candles around the cathedral. Currently on your piece you have some light coming from the outside but it almost create no effect because the windows look like they are opaque rather than transparent and I feed the light rays could really make a difference in your scene. Additionally the candles look like they are put out and you have a red light coming from seemingly no where but I will let you off for that because I assume that is just a placeholder currently.
I'd have to say I'm a little confused about what you mean with the backwall geo being too far away? as in detail that would not be seen if you had it at that distance?
having said that if that is what you mean, if this is a games level and not specifically set for a static camera shot then I suggest you should just build your level in correct scale, there's no point in stubbing out the height if it breaks the entire illusion/attraction of your original concept. It's actually causing a lot more damage to the piece. Something as simple as doubling the height of your walls, moving the roof up and duplicating your hallway 3-4x longer with the same assets you're currently using would make this scene a lot more attractive. Also, since you can barely make out the details that far away in the concept i'd say it's already alright to embrace that factor however it won't go to waste since if this eventually makes it into your portfolio, no-one can tell you otherwise that you can't have close ups on that detail you built on the back wall when it comes to presentation of this project.
Hopefully what I understood from your last post was correct, otherwise I'm sorry for the rant haha.
Keep going though (Y)
Thanks for the critique !
I will be making 2 variations of this level. 1 With the scale as is and 1 with a longer and taller hall. I will also be doing a fly through with a camera to show the back wall more as well. This is a project i want to tinker a lot more with after hand in. Ill post a wip up soon to show were i am at right now.
If time is in a crunch, then I would say the most prominent thing for me would be to do something with that back wall. The upper area is very flat, physically, and allows the repetition of the texture to be quite noticeable. There's not much to pick up from the concept for that wall, but I'd say maybe some more ornate trim for the windows (especially the round one up top), or some kind of columns going up, like what you have between the side wall segments.
I will definitely mess around with the materials after my crunch time. I will also have a talk with my instructor to see what else we can do to spruce up that back wall.
Your scene is nice but has nothing to do with the concept.
In proxy, I tested various depths in front of my instructor. Together we agreed that removing two window lengths helped bring the details forward so they can be viewed. The goal of the project was to make a fighting level inspired by this concept and not the actual concept. Normally i follow a concept as close as possible.