Hey everyone, I just wanted to send out my progress on the environment I am working on at home for my personal portfolio. I saw alot of references of gears of war environments and wanted to give one of their environments a try. I do not know how to light up environments well, so I am working on that. Here is what I have so far with my lighting. I would like to have dusk partials in the volume light but, right now it only has noise. Let me know what you all think. Thanks.
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How many lights do you have in the scene? See what you can do with three.
The environment itself looks good, but over-simplified. TBH, it looks like a ps2 environment, but since it's clearly based on the GoW concepts, I'd expected it to have a LOT more depth and detail. Nevertheless, it looks pretty good.
Also, since there are holes in the ceiling, why not add some puddles and water damage to the wallpaper.
...since there are holes in the ceiling...
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http://www.cisnky.com/images/blog/ceiling_cat.jpg
For this particular scene you could easily push 30,000 to 50,000 triangles - and if its built efficiently it's going to look insanely detailed.
Idea's for iteration: Consider extruding the main shapes of the walls that are on either side of the stairs facing the camera and all other walls that look like it.
Cut the shapes you have in the ceiling out of actual geometry.
All of the bands that wrap horizontally around the pillars could be actual geometry. I wouldn't just extra them though, build them separately and have their geo intersect with the pillars main cylinder.
Make the garbage on the ground actually 3D. You'd only 4 triangles each to do this effectively.
Break the pillars up more and add bits of rubble around the broken one(s).
The arch at the back of the scene doesn't look right. It looks like it was built with symmetry turned on then the intersections rotated and extruded. This causes the arch to lose it's uniformity. If this is in the ref then by all means go that route but a lofted arch would hold its shape better and give you a better shape.
Also with lofted arches in max you can adjust the settings to suit your poly budget.
The other arches in the side halls suffer a similar problem but its not as noticeable.
Great work btw! Keep pushing it.
well i say you did a good job i recognize the concept.....a john wallin piece
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Sweet! I was trying to figure out who did these concepts. I looked him up and that is him! His freaking paintings are off the chain! Now I can actually credit him for the concept instead of saying gear of war, which everyone is tried of hearing. Love his work.
I will post his painting along my 3d image when I fix some things up.
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well i say you did a good job i recognize the concept.....a john wallin piece
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Sweet! I was trying to figure out who did these concepts. I looked him up and that is him! His freaking paintings are off the chain! Now I can actually credit him for the concept instead of saying gear of war, which everyone is tried of hearing. Love his work.
I will post his painting along my 3d image when I fix some things up.
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COOL!!! I CANT WAIT TO SEE THIS FINISHED!!!
I wanted you guys to check out his website. It has the painting concept I am making and it also has all the rest of the concepts that he made for gears of war. I think after this is done, I may do one of his outside environment concepts to practice outdoor lighting ect.
http://www.johnwallin.net/site/main.html
There are a couple of environments in there that never made it to the game. His paintings look sweet though!
I think it'd be worthwhile as well to take some screenshots from a different angles, in addition to the angle the concept was drawn from.
nice texture work in there! keep it up!
render/bake a ao pass!
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What's that?
Daveett29: Ambient Occlusion, you use the render to texture feature. It would help a wee bit, but I think you're just putting more icing on the cake at this point. Looks great, very close to the concept, nice work!
Crits:
- You might want to keep tweaking the lighting to soften the sharpness of the light spot on the floor. Also might need to put in other light spots for the other holes, or visually explain what is blocking the light from making spot lights on the ground. I wouldn't copy the concept exactly when it comes to lighting, its kind of messed up and all over the place. Keep your lights logical and more based in the real world and it will come off looking better than the concept. (Its close already).
- On the concept the main all at the top of the stairs has a large decorative window in the ceiling, that is shinning a lot of light on that area, dragging your eye right to it. I don't think you need to model the ceiling window but just adding light(s) like its there might pull off the same effect.
That's ao(ambient occlusion).
Imho it makes things look much better.
Point being to see some angles that arent from the same perspective as the concept, since the stuff in there is nicely done, and very representative of the concept