So I've been putting together a small scene reminiscent of my old work as an audio technician, the scene simply being just a small bar type live audio venue. I'd love to post my wip's as I go and get as much feedback and critiques as I go along!
Real solid work, pal. Your normal maps are well baked and there is next to no indication that these are lower poly assets. In fact, I wouldn't have know with a couple had I not seen them in person. Keeping the scope small is great way to make sure you complete something so complicated. The attention to detail is great, as someone who has personally lugged around band gear on more than one occasion, this stuff is on point. Keep at it and keep posting. I can't wait to see where this goes. T.
Real solid work, pal. Your normal maps are well baked and there is next to no indication that these are lower poly assets. In fact, I wouldn't have know with a couple had I not seen them in person. Keeping the scope small is great way to make sure you complete something so complicated. The attention to detail is great, as someone who has personally lugged around band gear on more than one occasion, this stuff is on point. Keep at it and keep posting. I can't wait to see where this goes. T.
Thank you! Some of this attention to detail for this scene is also from lugging around band gear, and doing live audio myself.
Here's some lighting updates on the scene:
- Decided to go with a triad color rule for the spotlights. - I initially had everything as dynamic lights for some odd reason. I think it was originally to avoid baking lighting in general. I thought having full dynamic lights (that were static in the sense that none of them are moving at run time) would be a better choice because I'd be having nice soft shadows on everything, and pretty much avoid lightmass' chunkiness lightmapping bakes. I knew it was expensive to have everything dynamic too at the cost of quality end results.
But I feel that's better for exterior scenes rather than fully interior scenes. Maybe someone can clear up whens best to use fully dynamic lights?
Some more texturing out of the way! Pretty much just a few more props, and I can call everything textured besides the procedurals on the environmental stuff! I'm hoping to get to work on the in-engine spline stuff to do cabling, which is probably much more easier and controllable than having it done and exported from Max.
Nice work! That pelican case is spot on. I'd love to see some wires of the soundboard....looks heavy
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Thank you!! And yeah, it's a bit heavy! Mostly because theres 24 columns of 13 rows of knobs, plus all of the corresponding inputs on the back. It's about 75k tri I think. Here's a couple wires:
Nice work! That pelican case is spot on. I'd love to see some wires of the soundboard....looks heavy
Dig this. Followed!
Thank you!! And yeah, it's a bit heavy! Mostly because theres 24 columns of 13 rows of knobs, plus all of the corresponding inputs on the back. It's about 75k tri I think. Here's a couple wires:
Looks good! Not sure how close you want to be able to get the the board, but could probably cut back a bit by getting rid of the screws and the lights and adding that detail in the maps instead. Not sure if that's something you care about so much for this. But looks pretty sweet otherwise.
Nice work! That pelican case is spot on. I'd love to see some wires of the soundboard....looks heavy
Dig this. Followed!
Thank you!! And yeah, it's a bit heavy! Mostly because theres 24 columns of 13 rows of knobs, plus all of the corresponding inputs on the back. It's about 75k tri I think. Here's a couple wires:
Looks good! Not sure how close you want to be able to get the the board, but could probably cut back a bit by getting rid of the screws and the lights and adding that detail in the maps instead. Not sure if that's something you care about so much for this. But looks pretty sweet otherwise.
The screws were overlooked in the sense that when I was done texturing, i realized I coulda just baked em down rather than have geo! The lights must be meshes though, works better with emissives which they all are.
Been really stressing on the lighting, but it's seeming to take shape. Tweaking it a bit more before putting in some final meshes (piping, hvac, cabling...)
[ignore the weird box artifacting in the editor screengrabs... dunno why that showed up!)
Even more lighting adjustments... Trying hard to keep the main area of the scene in focus (behind the soundboard), and picking the right color values + light intensities. Probably what i could use feedback on the most.
Replies
Your normal maps are well baked and there is next to no indication that these are lower poly assets. In fact, I wouldn't have know with a couple had I not seen them in person. Keeping the scope small is great way to make sure you complete something so complicated. The attention to detail is great, as someone who has personally lugged around band gear on more than one occasion, this stuff is on point.
Keep at it and keep posting. I can't wait to see where this goes.
T.
Here's some lighting updates on the scene:
- Decided to go with a triad color rule for the spotlights.
- I initially had everything as dynamic lights for some odd reason.
I think it was originally to avoid baking lighting in general. I thought having full dynamic lights (that were static in the sense that none of them are moving at run time) would be a better choice because I'd be having nice soft shadows on everything, and pretty much avoid lightmass' chunkiness lightmapping bakes. I knew it was expensive to have everything dynamic too at the cost of quality end results.
But I feel that's better for exterior scenes rather than fully interior scenes. Maybe someone can clear up whens best to use fully dynamic lights?
Cheers, guys.
Some updates
Dig this. Followed!
Thank you, means a lot!
The lights must be meshes though, works better with emissives which they all are.
[ignore the weird box artifacting in the editor screengrabs... dunno why that showed up!)