This is a sewer type level I made with an image of "The Witcher" game as a reference which is yet to be released.
This is the scene I tried to recreate.
Using the excellent Tinman tutorial I used a mental ray shader for the window glow but unfortunately it's not supported by mentalray or scanline and I haven't found a decent substitute.
comparing the two, I'd suggest that you work some more grunge into your version, alter the lighting to get a more darker feel. At the moment your version looks much to clean and pale. I think you've got something that looks like church brick work at the moment but what you want is something a bit harsher.
Decent start dude keep at it!!!
Looking pretty good, here are a few things versus the original scene:
More depth in the textures (especially trim and bricks)
Much grimier barrel, water texture, and more weathered/water damaged in general (lower trims)
A lot more clutter, and some nasty cobwebs.
Higher contrast lighting.
The mesh for your light beams seems a little ridiculous. Extruding the window shape should be enough.
Im not sure if youre using them, but put a specular map on everything. Itll help your materials pop with a nice wetness.
you definitely need more backlights and more saturation in your textures, also try to use floating polygons/decals to add a lot of detail without losing texture space or having to make unique textures
it seems your lighting is setup like one main light and an ambiant, which I don't think is going to give you enough contrast/depth, you may want to first light the scene with the main light only ( the one frim the window) then the light reflection from the ground, then from the ceiling then from the water, baking shadows from a vray render can help a lot too
looking waaay better ! , try add some little plants among the floor plateS ( cant recal the names ) , we call it in portuguese "musgo" , would add more realism
agree that it's looking much much better than where you started from. right now the area that needs the most improvement is the transition between the wall and the floor. If you look at the scene from The Witcher, they have used dark values both in the texture and in the lighting to smooth the division between the wall and floor visually. You have the opposite effect happening, especially on the left side of the sewer, at the back.
I would recommend finding a way to remove those super-bright highlights showing up on the wall's base trim and going back to the trim texture to maybe darken it down toward the base where it meets the floor. geometry-wise, and extra cut and extrusion right at the foot might not be a bad idea either, just to smooth it out a bit more.
just a suggestion. looking seriously improved though.
Cobwebs! Check the lower left portion of the wall in the reference. Darken the ambient color of the water and mossify the bricks around the water and underneath it. I also agree with removing the bright trim at the base of the walls.
Also, notice the irregularity in the height of the floor in the reference. I'd do something similar to break up all of the straight lines at the wall/floor junction. Doing this will really help the place in looking older and more worn. Straight wall/floor junctions just look way to pristine.
You seem to be making very nice progress with this. Keep it up!
Replies
Decent start dude keep at it!!!
The origial sceen has some really dark and some really bright areas!
More depth in the textures (especially trim and bricks)
Much grimier barrel, water texture, and more weathered/water damaged in general (lower trims)
A lot more clutter, and some nasty cobwebs.
Higher contrast lighting.
The mesh for your light beams seems a little ridiculous. Extruding the window shape should be enough.
Im not sure if youre using them, but put a specular map on everything. Itll help your materials pop with a nice wetness.
it seems your lighting is setup like one main light and an ambiant, which I don't think is going to give you enough contrast/depth, you may want to first light the scene with the main light only ( the one frim the window) then the light reflection from the ground, then from the ceiling then from the water, baking shadows from a vray render can help a lot too
I would recommend finding a way to remove those super-bright highlights showing up on the wall's base trim and going back to the trim texture to maybe darken it down toward the base where it meets the floor. geometry-wise, and extra cut and extrusion right at the foot might not be a bad idea either, just to smooth it out a bit more.
just a suggestion. looking seriously improved though.
Also, notice the irregularity in the height of the floor in the reference. I'd do something similar to break up all of the straight lines at the wall/floor junction. Doing this will really help the place in looking older and more worn. Straight wall/floor junctions just look way to pristine.
You seem to be making very nice progress with this. Keep it up!
grunge it up! I like my hobos living worse off then me.