finally got around to finishing this, its still pretty shaky looking to me, but what the hell, its been on the backburner for almost 2 yrs :P these are screencaps from max
thanks for the compliments!
i was going for a silent hill look initially, but it turned out a bit more cartoony than i had imagined
Johny: what do you mean what settings did i use? its just a straight screen cap from max, the flood lights and flares are all fake, alpha texture on a floating poly. mix that in with some radiosity lighting baked into the vertex channels and voila!
heres a dirty shot of the wires WITHOUT the fake lights
This look great, and could be brilliant with a few more hours. The biggest change I would make is the ground. It looks like no time was spent on it, and it's an after thought to hold the tents.
To me it looks like a bit of a scary dirty theme park, and the ground should reflect that. For a start, it should be dirtier, with litter and debris. There would almost certainly be a few bins dotted about.
THe slabs are a hard suface, yet some flag lines termitate on it. How? Pegs? Metal pegs?
The second shot you posted shows a very harsh definition between the ground and the tents, as if they were tailored. Some gaps under the tents where the material is to short, or gathers where it is too long will help ground the entire scene.
Also, what are the foreground tents for? They are likely to have signs for whatever their purpose.
You've put so much effort into this that I think you'd be doing yourself a disservice if you didn't finish it up.
those are definately some art director-ish type comments
very good point on the ground, i've been trying to think of how to make the ground more interesting without building any more props, and you are right the tent things dont make sense, needs some kinda brick or peg to keep em in place
cool concept reminds me of an arcade game called CARN-EVIL, i think an easy solution to making the ground more interesting would be to add trash to the ground, it would be very easy and would add a sense of "someone's been here".
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awesome, reminds of a level from the game clayfighters..
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me too, love the style
i was going for a silent hill look initially, but it turned out a bit more cartoony than i had imagined
Johny: what do you mean what settings did i use? its just a straight screen cap from max, the flood lights and flares are all fake, alpha texture on a floating poly. mix that in with some radiosity lighting baked into the vertex channels and voila!
heres a dirty shot of the wires WITHOUT the fake lights
To me it looks like a bit of a scary dirty theme park, and the ground should reflect that. For a start, it should be dirtier, with litter and debris. There would almost certainly be a few bins dotted about.
THe slabs are a hard suface, yet some flag lines termitate on it. How? Pegs? Metal pegs?
The second shot you posted shows a very harsh definition between the ground and the tents, as if they were tailored. Some gaps under the tents where the material is to short, or gathers where it is too long will help ground the entire scene.
Also, what are the foreground tents for? They are likely to have signs for whatever their purpose.
You've put so much effort into this that I think you'd be doing yourself a disservice if you didn't finish it up.
oh, and listen to Rick, he makes a lot of good points.
very good point on the ground, i've been trying to think of how to make the ground more interesting without building any more props, and you are right the tent things dont make sense, needs some kinda brick or peg to keep em in place
thanks for the crit!
btw, it seems like you should flip the texture on one of the eye balls so that the reflections face the same direction...