Hi guys, this is my last work, it's a test for 3d artist from the company Playlore, i'm a freelancer and i've donne this for portfolio and who knows if they (or other company) hire me..... or not.
Individually, I think all of the assets look fantastic. The scene as a whole sort of lets me down, though. The lighting completely kills it, imo. There's not a lot of contrast or shadow to make it pop, so it all seems rather flat.
Looks really cool, although I don't think having so much harsh lighting information painted into the diffuse map is a good idea when you're using normal maps.
Unless you know that your lighting is always coming from above, and the models will never be rotated from their upward-facing angle. Even then it's a bit unnecessary - the normal map and lighting setup should be providing the shading/highlights on your models, not the diffuse (beyond some generic ambient occlusion).
Vassago: yeah lighting isnt my best skill and i never did it on max (i'm maya user), just tried it to render this scene, next time i'll try do it best, if someone have some tips for the lighting i'll appreciate that.
Mop: hi, tks for the tips, i did it thinking the scenario will use the light/shadow information from the lights in the engine, and i didn't paint it in the diffuse map, but i can do it. I'm not work in game industry yet so i've a lot to learn and i really appreciate the comment. tks.
Looks great, the statue is top notch as is the rest of the assets. Solid modeling and very nicely painted textures, good Zbrushing also!
I agree with MoP that there is too much shadow/lighting info painted into the color maps, its a hard habit to break I know, especially if a weak point of your is lighting. Sometimes it's easier to fake the lighting, sometimes its even required, although less and less these days.
The scene does however fall kind of short as a whole piece. The pieces don't really tie in and blend into each other that well. They look like reusable assets arranged into a scene instead of a specifically constructed and uniquely unwrapped set of objects (if that makes sense). The chains show very little wear, rust, or plant life. Because they are metal they would be exposed to the elements and they would "bleed" on the other objects as well as the ground. They look stretched very tightly. Take a look at power lines (and the concept), they sag. If I was your AD I would have you change it. Personally I would have added sag, and buried part of the chains in the dirt to show age, kind of a snow drift effect that happens in untraveled areas.
The texture on the back of the large stone columns have a pretty noticeable texture seam. On something so big that might have players standing close to it, you should address that issue. Here is a good tutorial on removing texture seams. http://www.gamasutra.com/features/20061019/kojesta_01.shtml
Can you use opacity mapped planes or no? Because you could get some nice subtle grass effects going around the bases of the objects and help them blend into the scene. What about broken rocks or bricks scattered around?
Orange fire torches, yet they cast yellow light? Play the darkness off the orange to get some good contrast and interesting color interaction. And by darkness I don't mean pitch black, I mean a nice ambient dark blue or purple, maybe even a very desaturated teal. Kind of like the lighting in this scene.
hi guys, i did some things to improve the scenario following the comments, hope be better.
i know it can be a lot better but i think is fine for the test.
here the new version:
i love this, it looks like a painting
incredible job man
i still feel its missing a relationship with the background
like something to smooth transition from edges of scene, to background
afade to black (shadows) or a background light (light blue?) hitting them on the outside face
shotgun: yeah, i'll fix that next update to make something better. tks.
Sectaurs: yes... agreed, nice tip man, i'll do that.
rooster: love the ideia, when i'm reading the sectaurs comment i just thinking how can i do to fix that and with your comment i have the answer, tks man!
Replies
Unless you know that your lighting is always coming from above, and the models will never be rotated from their upward-facing angle. Even then it's a bit unnecessary - the normal map and lighting setup should be providing the shading/highlights on your models, not the diffuse (beyond some generic ambient occlusion).
Either way, I think they look great!
Mop: hi, tks for the tips, i did it thinking the scenario will use the light/shadow information from the lights in the engine, and i didn't paint it in the diffuse map, but i can do it. I'm not work in game industry yet so i've a lot to learn and i really appreciate the comment. tks.
I agree with MoP that there is too much shadow/lighting info painted into the color maps, its a hard habit to break I know, especially if a weak point of your is lighting. Sometimes it's easier to fake the lighting, sometimes its even required, although less and less these days.
The scene does however fall kind of short as a whole piece. The pieces don't really tie in and blend into each other that well. They look like reusable assets arranged into a scene instead of a specifically constructed and uniquely unwrapped set of objects (if that makes sense). The chains show very little wear, rust, or plant life. Because they are metal they would be exposed to the elements and they would "bleed" on the other objects as well as the ground. They look stretched very tightly. Take a look at power lines (and the concept), they sag. If I was your AD I would have you change it. Personally I would have added sag, and buried part of the chains in the dirt to show age, kind of a snow drift effect that happens in untraveled areas.
The texture on the back of the large stone columns have a pretty noticeable texture seam. On something so big that might have players standing close to it, you should address that issue. Here is a good tutorial on removing texture seams.
http://www.gamasutra.com/features/20061019/kojesta_01.shtml
Can you use opacity mapped planes or no? Because you could get some nice subtle grass effects going around the bases of the objects and help them blend into the scene. What about broken rocks or bricks scattered around?
Orange fire torches, yet they cast yellow light? Play the darkness off the orange to get some good contrast and interesting color interaction. And by darkness I don't mean pitch black, I mean a nice ambient dark blue or purple, maybe even a very desaturated teal. Kind of like the lighting in this scene.
Lighting tutorials and universal lighting set ups:
http://www.warpedspace.org/lightingT/part1.htm
http://www.3drender.com/light/3point.html
http://en.wikipedia.org/wiki/Three-point_lighting
Tks for the tutorials.
Main Indextter to help break this up as well...besides what it has been said, its better to just add more surrounding elements around it so that it looks engaging and not like its pulled out of the scene like it currently looks like.
i know it can be a lot better but i think is fine for the test.
here the new version:
More image in my blog: http://veteehrri.blogspot.com
Tks for the comments and critics.
incredible job man
i still feel its missing a relationship with the background
like something to smooth transition from edges of scene, to background
afade to black (shadows) or a background light (light blue?) hitting them on the outside face
Love that gargoyle. Would be nice to have had a bit more color on his texture; moss in the toes and lichen and bird waste, etc.
Sectaurs: yes... agreed, nice tip man, i'll do that.
rooster: love the ideia, when i'm reading the sectaurs comment i just thinking how can i do to fix that and with your comment i have the answer, tks man!
Another great tips here, tks very much.