Just an update, last week was a little slower than I hoped but I have almost everything low poly'd, unwrapped, baked, and set up in max and photoshop for texturing. So this week should be 90% just texturing and making sure things look good on my side as I pass the lows to Ryan so we can set up the machines in the scene. Unfortunately no images for now, but expect a lot of stuff coming soon!
do you have any plans on improving the destroyed background city buildings? they look somewhat boxy/blocky to me. non the less awsome work so far.
I am open to any suggestions on this...
They were made to be background elements so they are way off in the set and lower poly. I was planning on going back and adding piles of rubble going up the building and more destruction cuts which I am unsure will address your issue with them or not
I think they have a good amount of detail really. For what they are, and that is a background element, adding more detail/sharpening up that area would only be distracting and take away from the focus.
ok since I have gotten a couple comments about the old sharpened versions I have a couple test renders. The Smoothest up top is with Mip-mapping and AA on:
No mip-mapping but AA:
No Mip-Mapping and NO AA (bring the noise)!!
I like the sharpest the best mainly cause you get the sharp spec highlights that show off all the detail but afraid it may be too noisy?
I'm only seeing the bottom 2 here, but i'm gonna go ahead and say no-mip + AA, maybe even turn the AA up a little more? The no AA version is a little painful =D
well maybe its enough to break these sharp building edges a little, add an additional facade texture and a vehicle wreck or something like this?
i dont exactly know what you guys planed with the interior props, right now my eyes always drift into the city ruins - so maybe a change of focus with additional props will eleminate this anyways
I might be alone here but I actually prefer the bottom one with no aa, maybe if you could find a happy medium between the second and the third that would be best I think. The 1st and second look more painterly and the details get lost in it
I might be alone here but I actually prefer the bottom one with no aa, maybe if you could find a happy medium between the second and the third that would be best I think. The 1st and second look more painterly and the details get lost in it
Eric,
After talking with a programmer here, our AA is the equivalent of 4x. I am going to work with him on a 2x solution and change the way we down size pixels to achieve hopefully a combo of 2 and 3, Ideally it will come out something like this....
Thinking about it more, think you might run into some minor problems with this.
What i would do seeing that the final picture is supposed not to exceed 1024 pixels is to simplify the parts that are far from the camera. You have very much little detail going on everywhere which is awesome, however, with this pixel density all you will get is a bounch of noise (from which you cant clearly read what you see)! You dont have to simplify the models however, that AA shot proves that it can be avoided. If you could DOF far and very near planes, that would also help. I'd love to see some blurred building parts infront of camera, this helps to focus on proper elements of the scene.
Ah and really you need some more variety! It will look a lot better when you have some decals going and wall colors varying from floor to floor.
If'd to pick one of these images you posted, the last one looks best.
Looking great so far, lots of people have commented on the AA and mip mapping stuff so ill leave that, i would say though that i think the bottom "jaw" of the building should be a little brighter, at first glance i thought "oh no they've taken it away" it really gives the sense that the building is eating away at those structures below and at the moment it seems to almost blend in - especially with mip mapping and AA on, but i know you said you were changing those parts so no worries, i reckon just a tad more brightness in that area would do it for me.
Cracking work so far though, really want to see those machines in there!
anti aliasing and mipmapping please . Seeing all the pixels everywhere just make me think its something from a ps2 game. Filtering away those noisy artifacts is something what helps a lot in making it feel more realistic in my opinion.
Instead of turning off mip-mapping, have you tried cranking anisotropic filtering? That will probably give you better results, and you can force it on in your drivers.
Instead of turning off mip-mapping, have you tried cranking anisotropic filtering? That will probably give you better results, and you can force it on in your drivers.
You can not force it on our engine. We do not render to the back buffer, we render to a texture.
Interested to see how you guys are going to fit the props into the enviro.
I'm guessin up against the wall in the big open spot with nothing in there is how they'll fit the props in the env.. I could be wrong. They may try to be mavericks and throw the props outside and float in mid air...
I'm guessin up against the wall in the big open spot with nothing in there is how they'll fit the props in the env.. I could be wrong. They may try to be mavericks and throw the props outside and float in mid air...
I'm an ass
LOL josh to be fair it is easier to look at the last picture and comment on that then read through the thread where I mention it!
This really is looking great, can't wait to see the top floor populated with props. Only crit so far would be on the white and green concrete on the walls. There is just too many cracks and dirt patches of the same type, feels repeated and unrealistic. Otherwise great modeling on the machines and some nice lightning/texturing.
The delectable Ian has come up with some awesome sketches of what are horde of mutated people look like. This should give you an idea of how evil these machines truly are!
Back story:
Originally we wanted to do a crazy twist on medieval torture. However we thought of adding elements of sci-fi would make the scene more interesting. Instead we looked at modern medical equipment and found the MRI machine enticing. These machines have been modified to induce migraines. Between the long exposure of mental trauma, starvation, and physical modification, you end up with the creatures below.
OR maybe we should leave them to everyone's imagination?! How much more evil is our evil lair if it also draws upon your unique fears and subconscious, compelling you all to imagine the worst? : )
OR maybe we should leave them to everyone's imagination?! How much more evil is our evil lair if it also draws upon your unique fears and subconscious, compelling you all to imagine the worst? : )
Yeah right, you're not getting out of drawing more of them that easily. Yeah, that's right, I saw through that shit like a pane of glass.
The top down one is feckin fierce. Always dig your pencil rendering style, very nice indeed.
Replies
I should get Artem's props sometime later this week so I can incorporate that stuff and we can wrap everything up the final week!
Was actually really cool to see that entry running realtime great work man
Yeah I completely agree the lighting is not final I need those machines in then I can really start playing with final lighting, levels, and colors.
Thanks again your crits are always welcomed and valued!
The sad thing is I am unsure if this is sarcasm... lol
BWWWaaaAaa???
I am open to any suggestions on this...
They were made to be background elements so they are way off in the set and lower poly. I was planning on going back and adding piles of rubble going up the building and more destruction cuts which I am unsure will address your issue with them or not
No mip-mapping but AA:
No Mip-Mapping and NO AA (bring the noise)!!
I like the sharpest the best mainly cause you get the sharp spec highlights that show off all the detail but afraid it may be too noisy?
well maybe its enough to break these sharp building edges a little, add an additional facade texture and a vehicle wreck or something like this?
i dont exactly know what you guys planed with the interior props, right now my eyes always drift into the city ruins - so maybe a change of focus with additional props will eleminate this anyways
Eric,
After talking with a programmer here, our AA is the equivalent of 4x. I am going to work with him on a 2x solution and change the way we down size pixels to achieve hopefully a combo of 2 and 3, Ideally it will come out something like this....
Sharp noise doesn't = detail :P
What i would do seeing that the final picture is supposed not to exceed 1024 pixels is to simplify the parts that are far from the camera. You have very much little detail going on everywhere which is awesome, however, with this pixel density all you will get is a bounch of noise (from which you cant clearly read what you see)! You dont have to simplify the models however, that AA shot proves that it can be avoided. If you could DOF far and very near planes, that would also help. I'd love to see some blurred building parts infront of camera, this helps to focus on proper elements of the scene.
Ah and really you need some more variety! It will look a lot better when you have some decals going and wall colors varying from floor to floor.
If'd to pick one of these images you posted, the last one looks best.
Cracking work so far though, really want to see those machines in there!
in the 3rd dimension.
/runs away from angry crowd
You can not force it on our engine. We do not render to the back buffer, we render to a texture.
You are the man!
I'm guessin up against the wall in the big open spot with nothing in there is how they'll fit the props in the env.. I could be wrong. They may try to be mavericks and throw the props outside and float in mid air...
LOL josh to be fair it is easier to look at the last picture and comment on that then read through the thread where I mention it!
cool props artem. the amount of detail is sick.
Back story:
Originally we wanted to do a crazy twist on medieval torture. However we thought of adding elements of sci-fi would make the scene more interesting. Instead we looked at modern medical equipment and found the MRI machine enticing. These machines have been modified to induce migraines. Between the long exposure of mental trauma, starvation, and physical modification, you end up with the creatures below.
MOAR!
I cant wait to see more mutants!
OR maybe we should leave them to everyone's imagination?! How much more evil is our evil lair if it also draws upon your unique fears and subconscious, compelling you all to imagine the worst? : )
Very inspiring. :thumbup:
Yeah right, you're not getting out of drawing more of them that easily. Yeah, that's right, I saw through that shit like a pane of glass.
The top down one is feckin fierce. Always dig your pencil rendering style, very nice indeed.
the only gripe is, how is it evil?... its destroyed, but it needs more of ze evil