hey pc
im makin a scene here for a class... got some textures on it now, and i started my lighting this morning.
looking for some general feedback on the lighting and textures and composition - kindof just stabbing in the dark with this, I must admit that I didn't really plan this scene very well from the beginning and now that I'm in the final stages of it I'm kindof befuddled and need some advice/inspirado.
thanks fellas
edit: oh ya, all textures are still very WIP
the floor and ceiling aren't done yet :P along with a few other minor things.
Replies
try maybe the walls being illuminated, so the tanks and arms are dark against it. then have a hot blue light coming off of the arms to highlight the tanks foreground side
i dont know, just some ideas. ill try and do a paintover later and post it
thank you for your concise analysis. I'll revisit the foreground lighting tomorrow afternoon and re work a few things.
As for the models, I do agree that at this point they are subpar. I'm hoping that after I do a final pass on textures they will be a bit sharper and more cohesive. As for the blobbyness, I was kindof going for a rounder, more alien look to them. meh maybe you jjust meant blobby as in not-good
I think you can see that best at the front part of the tank in the back directly below that turret thingy
And you should really work on the lightning, give a little bit more attention to those robot arms
How might you recommend I go about adding additional light to the robotic arms?
I want to make sure that all of the lights in the scene seem to be coming from a definitive source, what should this light source be?
Should I model and texture and add more light emitting props to explain how the light is reaching the surfaces of the arms or should I just arbitrarily add lights around them for the sole purpose of being able to see them?
Should I simply increase the ambient lighting in the foreground?
Thank you very much for taking your time to comment.
any suggestions would be appreciated, I will experiment with lighting more tomorrow afternoon.
Lighting: I do like your color choices in your last pic. It's just too contrasty. Counter it with some bounces of the same color. Small amount of blue ambient light to kill all the black.
It's getting better.
I'ts really hard to tell the scale of it when it's all alone. There's nothing I can really identify as a cockpit/hatch/human interface. (I know it's robotic.), so I get a little stuck trying to figure out how big it is. Is this thing assembled by robots entirely? Or is this made by/maintained by humans? If it's the latter, maybe some decals with text to identify key areas "remove before flight" "no step" etc as we see all over modern day fighter jets and such?
Also, the general shape leaves me a little confused. Because I can't see the articulation, it looks like it should (or maybe is?) just sag in the middle. I feel like if each wheel is on a separate "leg" so to speak, then the main "body" and each "leg" should be clarified and differentiated more. Or, conversely, if it's all one unit, and all legs and the body are one hull, then having them flow together in a more readable way might help?
As for the materials, I think that they're just a bit flat. That's probably part of the scale problem above. Having more interesting materials with more identifiable detail to them, may help sell the size. Rather than just a plain metal plate, making the plate metal, painted, chipped/scratched, then repainted a different color only to be chipped/scratched again would help I think?
I feel like you could play with maps and materials all day long, and because your polyflow is creating so many awkward shapes it wouldnt matter. could you post a wireframe?
It's design is almost like it has 4 legs, connected to the body at the center. I imagined the tank to run at high speeds and be able to swivel these "legs" around almost like limbs for evasive manuvering, all the while spinning the "head" about to fire in all directions.
I've been DYING!! to add chips scrapes and dents to these guys, but have hesitated because this is supposed to be a brand new machine, should i just go ahead and ding it up a little bit anyway? Thanks tumer for your suggestions!
Konstruct: I was trying to keep my tri count under 10k, which I ended up at 9.5k tris. There were a lot of round and complicated shapes on it that sucked up geometry. I'll post a wireframe when I get home from class tonight. Please don't hesitate to be honest and let me know if you recommend I completely scrap my low poly and start over fresh because I'll do it for sure if you think it cannot be salvaged.
Thanks for commenting guys.
http://images.ea.com/games/redalert3/Units/Apoc/RA3_ApocTank1.jpg
Ya, you're right that chips and dents wouldn't make sense on an assembly line. . . so. . . make it a repair facility or something.
First suggestion is to take the wheels off the tanks, they suck up a lot of tris and the scene would look better without 'em.
Anyway, you've got some pretty cool assets there, but the arrangement kinda kills the flow of your scene, namely the big crane right in front of the camera that obscures the main bend of the plant, would probably look better on the other side of the tank. I'd be sure to add floor and ceiling textures that really define the bend of the tunnel, maybe with very long lines with an emmisive to really sell the bend in the tunnel.
I miss the pipework on the right wall, it'd be nice to see more polys on the environment itself. Hard to tell if you have one already, but a fog volume would work really well in this scene, it would add some atmosphere and mask to a degree that a lot of your assets are duplicates.
Also be careful with your materials. Right now everything seems to be very similar in terms of detail frequency, hue, etc. It's hard to make out main shapes, the tank and robot arms blend together. If the robotic limbs were a bright yellow for example they would read better (though it is generic).
Lighting can always be tweaked, my main suggestion for now would be to make sure the robotic limbs, scenery, and tanks can be read separately rather than all bleeding together.
One last thing, you should throw a skylight in there. Those pure blacks are killing your sillhouettes. Put it at something between .1 and .2 just to ensure full sillhouetes of your objects and take the color down on some of your other lights so we can getter a better view of your diffuse.
Lets see a wireframe shot too.
I think I'm gonna keep the wheels on this guy for a while. The tri budget for this particular project is through the roof so I can afford to have a few extras on round things for now. However if I redesign the vehicle, I'll keep that in mind
I took Oldkid's advice and added some rivets and additional panels to the vehicles which I think has helped a lot. here's where I'm at for now. I'll be finishing off my textures this weekend, hopefully doing the final tweeks on lighting.
The scene is progressing well though, nice work so far.
what i would do is redo the tank and arms they look too blobby and to tell you the truth don't look very nice.
Are you using any ref if not that could be your problem.
i would try to make futuristic tanks that look pleasing to the eye something like this:
http://fc16.deviantart.com/fs15/i/2007/068/c/a/Tank_by_flyingdebris.jpg
you dont have to make that, just try to find ref and listen to crits. Or you'll end up making something that looks horrid like what i made a long time ago and is why i listen to crits alot now and try not to rush projects:
http://img.photobucket.com/albums/v92/armanguy/tankwip-3.jpg
see this is a forum of opinions here, and it's up to the poster that is seeking critique to sort through opinions the array of differing opinions and decide which of them is best. If you see me not following the instruction of certain critiques it's because I've either disagreed with them or simply don't have time. So don't imply that I'm not listening to my critiques.
I agree that the design of my vehicle is lacking, unfortunately I don't have time to remake an entire vehicle before my due date (about three days from now) so I'll be continuing to adjust my lighting and textures until then.
personally i would give it more love in the modeling department but like you said thats my opinion and if you dont like it you dont have to listen to it
cant wait to see tis piece finished , its just i know you can do 100% better if you really push yourself good luck.
time for my opinion:
I feel the bright lighting in the back of the tunnel is messing up your focal point. It keeps leading the eye back to it.
oh yea, and maybe some depth of field might do some good .. . .
This scene is progressing nicely, much smoother than mine, ha. The side rectangle lights i think work well for lighting the focus tank. Some small emissive bits on the robot arms could maybe sell them better. Even if it is the part where the plates join together, because they had cool shapes in them, and if they were a bit more pronounced it may help with the "blobby" issue thats been brought up.
Also I'd say again that a depth of field could help out with the focus as well as the lights in the back. effin durbin said it first.
Anywho, good progress, and I cant wait to see it finished.
Good work so far. Good luck.
more to come later tonight.
Here is my sugguesting which is partially stolen from someone else. I would turn this into a tank repair stating that is being repaired by robots. Scrap the idea of a huge convary line which isnt coming across mainly due to the floor/no convary system and focus in on one super damaged battle tank being fixxed.
Move the camera angle to get more of the side of the tank, having like 2 of 3 of those robotic arms fixxing the tank, maybe one is attaching a brand new peice of metal plating and one is taking off a damaged tier. You could have the pully/wench crane lowering down a brand new turret gun to replace the old, blowout, damaged one that has been set down next to the tank itself.
I think this would help your scene out a lot more. Your tank would become more visually interesting if it was heavily damaged from battle and a nice contract of the robotic arms fixxing it with brand new parts so it can roll out into battle once again. Also if you focus in on just one tank it will give you a nice focal point and give the viewer a chance to checkout the tank and the working being done on the tank instead of bouncing around from all the noise in the background.
Most importantly I know you have a deadline for class and what not to turn this in but what you really should think about is what is more important. Getting a good grade in some class that wont help you get a job at all or making a badass folio peice that will help you get a job. Really if you turned this in as is now im sure it is a lot better then most of your classmates or would be atleast enough for you to pass.
Really I think its easyer to focus on making a great peice from the get go instead of trying to get something semi ok by a deadline and trying to make it great later.
Just my 2 cents, good luck though!
I was thinking some cement or metalic dividers could help break up the very wide open lane you have going. I know you're probably crunching but these wouldn't be too hard to make...
http://farm3.static.flickr.com/2346/2086830789_663b0bc68d.jpg
Maybe put some of those yellow and black stripes that consturction sites have on 'em and litter 'em about to create a couple more lanes or somethin'. Just an idea man.
autocon, your ideas are really good here, and i'll probably go in that direction soon... for now, however, I'll have to stick with the lineup I have. I DO intend on continuing work on this scene... and that might mean remodeling the vehicles, re texturing etc. But for now, here's whawt I've got in Unreal, and what I'll probably be turning in.
Thanks for all the help everyone. Stay tuned, I'll be revamping the whole scene within the next few weeks. Cheers
I'd tone down the bloom, and add some fog or something to drown out some of the details in back, keep my eye from wandering back there, and make everything feel bigger.
Very cool progress, keep movin.
Pope sir: Looks great dude. Came together well at the end. Glad Unreal was able to help make it feel more convincing. Floors and ceiling look good and are not too distracting. I dig the glow. The blur in the back is a little strong. Your colors turned out nice and work well with their individual pieces.
Good work. Good luck at GDC if I do not see you before you leave.
cheers and thanks again!