-The terrain and hills are the weaker elements of the scene at moment and look like melting icecream with some textures on them. I'd look in to dressing them up a bit more (texture blending, grass, tufts, etc)
-After seeing the presentation of 'The Brutal Art of Brutal Legend' I'd suggest you guys try and paint the sky to be more interesting than what it is. Use the lighting, sun, and clouds to draw the eye downward and back to the Crock, which is the focus at the moment.
-Lighting & atmosphere: Everythings a bit flat right now. How have some great textures and artwork but they all share a similar 'dusty' look. I think accenting areas with high contrast lighting, pulling the eye towards the middle rather than letting it get lost in the sea of props, would be helpful
Wow! Adam mentioned this scene last week, and this is my first look. Very cool stuff! Love the detail .
One thing that you might want to try out, and it's really simple, is doing a blend on the terrain. Have two different sand textures, either with subtle differences, or maybe a wet sand, and the dry sand there, and blend them. What you could do is take a top down screenshot of your scene. Bring that into PS, paint a mask over top of that on a 512 or 256. Apply a 2nd UV channel to fit the mask, and you're done. It would add some nice variety to the ground I think.
Yeah that ground is begging for some blended textures, although I would probably use vertex colors to do it instead of a map. All of your individual assets are really great, especially for student work (I'd just like to re-iterate that it's hard to believe you guys are students), but the ground really draws me eye in every shot we see it. It's very plain and lacking in variation, and seems to be at a significantly lower texel resolution than the rest of your assets.
hehe, i actually did do that (with a mask). but very hastily. i just realized i could have used 4 different maps with 4 channels instead of just straight b/w. i think..ill have to play around with LERP. anyhoo. i dont think vert colors will work here because of the topology on the ground.
Blending two different ground textures together is a good idea. On top of that I am going to make some varied low poly rocks and pebbles that we could place around to help break the ground up even more.
Hey everyone we made a few changes to the scene. We added more grass, rocks, changed the background mountains up a bit and did a little bit more populating. Our final tri count turned out at 189,164. Everything you see here is rendered in the Unreal Editor. This is what we ended up with when we submitted to Game-Artist.net for the challenge. I hope we can place in this, thanks everyone for the support throughout the challenge!
Yes, thanks for the crits and suggestions, i tried to follow as much of it as possible, but right now its 4:50 am, i just finished posting up the pics on game-artist, and im dead tired. so thanks again.
this was really something to watch! nice work guys. job well done. nothing even close to this was ever coming out of my school either. pat urselves on the back. job well done again! grats!
I don't know the movie so I can be wrong, but looking to the reference image it all looks colorful and happy, and your scene looks like it's from Gears of War with all that brown and grey. Some more contrast on lightning would help it alot. Don't get me wrong, as on the end this is good work.
I just wanted this contest had some bigger deadline, there are a lot of entries that would rock if they had just a little bit more time.
Replies
A few comments, if thats okay:
-The terrain and hills are the weaker elements of the scene at moment and look like melting icecream with some textures on them. I'd look in to dressing them up a bit more (texture blending, grass, tufts, etc)
-After seeing the presentation of 'The Brutal Art of Brutal Legend' I'd suggest you guys try and paint the sky to be more interesting than what it is. Use the lighting, sun, and clouds to draw the eye downward and back to the Crock, which is the focus at the moment.
-Lighting & atmosphere: Everythings a bit flat right now. How have some great textures and artwork but they all share a similar 'dusty' look. I think accenting areas with high contrast lighting, pulling the eye towards the middle rather than letting it get lost in the sea of props, would be helpful
we shall have a group meeting and discuss the changes that need to be made and hopefully finish this baby by next week.
One thing that you might want to try out, and it's really simple, is doing a blend on the terrain. Have two different sand textures, either with subtle differences, or maybe a wet sand, and the dry sand there, and blend them. What you could do is take a top down screenshot of your scene. Bring that into PS, paint a mask over top of that on a 512 or 256. Apply a 2nd UV channel to fit the mask, and you're done. It would add some nice variety to the ground I think.
Overall, very impressive work though.
Blending two different ground textures together is a good idea. On top of that I am going to make some varied low poly rocks and pebbles that we could place around to help break the ground up even more.
Shot 1
Shot 1 Wire
Shot 2
Shot 2 Wire
Diffuse Map - 4096 X 4096
-nice diffuse maps and the level looks really good in engine. Good work.
good luck to everyone else in the competition!
goodnight
What are the floating planes for though?
floating white planes in the wireframe view are the particle planes. has like subtle dust/pollen things. maybe too subtle. heh
I don't know the movie so I can be wrong, but looking to the reference image it all looks colorful and happy, and your scene looks like it's from Gears of War with all that brown and grey. Some more contrast on lightning would help it alot. Don't get me wrong, as on the end this is good work.
I just wanted this contest had some bigger deadline, there are a lot of entries that would rock if they had just a little bit more time.
Really inspiring
Keep it up
Vj