Hi Polycount!
I decided to posting progress of my project here, and i open to criticism
This project about practice to create game-ready assets
The story of this level: so basicly, it's the near future; secret place for illegal stuff like hacking; it's not really clean place; someone living there for a while, getting ready for "work" ; a lot of electric stuff; wires and some garbage; "High tech. Low life" mood
As you could guess my inspiration is Cyberpunk 2077 concept arts, Cyberpunk 2077 Fan Art - Biohacker by
Marta "Carabea" Niemczynska (insolently stole the main idea from her
), Balde Runner film, Ghost in the Shell and
Josan Gonzalez works
Here is a few references:
Here is block out and composition(sorry for the bad screenshot from maya. Anyway final composition will be in UE4):
(UE4):
-
I feel like it's not a final shot of block out stage
My goal is to use trim sheets, individual textures and tileable textures for good reason; make good lighting/composition/colors; make really cool mood and story
Thanks for your time
Replies
About grey color for everything - yeah, i just thought different colors could help to read the silhouette of objects and it will make easier to understand what i need to add to balance this or whatever
IF i have wrote something stupid, please tell me about that
made a few assets with proper uv's, and than i start making first pass of textures/lighting so i can choose color palette for my scene; used a few tileable textures on floor, ceil, walls, wall with doorway, window frame and one trim texture on window
yeah, i tried a bunch of colors, but i just realised when you said "connect the colors" - i need to better understanding how to "connect the colors" in the way i want! Color wheel is definitely not enough for cool looking colors. I need to look a more at references, thanks man
Also, Color and Light by James Gurney has appeared quite interesting!
1. Is there any issues with scale of objects?
2. Material defenition in this scene - is that clear for you guys to tell where is plastic material and where is metal material and etc.?
And of course i open for any other feedback!
For the majority of the light I might have it fill in via the screens, it would fit in a few ways in my mind. Composition by highlighting the center giving a gradient away and contextually fit in the motif of the scene. My thoughts with these changes is that you will get deep purples/pink's from the window in your shadows while filling everything with a encumbrance lighting. You could then fiddle with lighting with other devices i.e. fan light, light above door, pc green/blue glowing etc...
Something else which could add a lot is a pile of trash at the side of the chair to show he hasnt really been moving too much. A dingy rug on the floor will help fill that space as well to break up the empty space
Hi!
Yeah, it's a fun project indeed, i learn a ton of different stuff
And yes, your suggestions worth a try! Anyway, i don't really happy with my current variations of lighting
Thanks for your thoughts!
Did a quick scale to show you the difference pulling everything closer together and down can make
from this reference
something like this(normals kind of broken on this render after importing mesh with this guy, but i guess you get the idea):
For another light perhaps the computer screens flooding in blue light or maybe add a incandescent light (orangeish) on the ceiling, look at the lighting torture stick reference for an example
How does it look if you brought the camera in say 1-2m
>the background image could look better blurred though
you are genius man haha
Also, it was a quick lighting setup, can't wait to continue work on and apply your feedback to this piece of art. Thanks man
offtopic: Sadly, have not much time for this project because of university exams, thats why it's so rarely updated ):
What I do is always try to do at least 10-20 mins every day that way when im doing something monotonous I can think on the composition, modelling, concepts etc... also always do final post processing in the middle of the day otherwise it always turns out shit in the morning (I usually over contrast it with high oranges when im tired)
add some material variation for floor, fridge almost done(it suppose being in shadow, barely visible), decided to make hanger with some cloth on the left wall
done with fridge and hanger on the left wall, so because marvelous designer keep crushing after 30-40 sec after start(some kind of conflict with amd graphic processor) i decided put some wires on this hanger instead of some cloth, fix a bit lighting
fixed the chair's texture, added some noodles in lunch box on table, added electric kettle, fixed some wires, added some shoes
made LUT, fixed roughness and a bit lighting and other staff
It was fun, really good experience
If anyone's curious, here is a little breakdown i've posted on AS - https://www.artstation.com/artwork/lVaq1V
Thanks man
>how does it look with volumetric fog?
Not really well, at least i don't like volumetric fog in this scene. I would use it only for nice god rays, but there wasn't any god rays that i would like when i was testing volumetric fog. So, in the result volumetric fog messing up with colors and "blur" the whole image a bit and without any god rays that i would like. So i think volumetric fog not really fit in this scene. Or, maybe i did something wrong with settings, haha