I did this in a little under a week of working. It's about 10k polygons and a slew of texture map thingys. Basic Maya render, no Mental Ray (is that Mental Ray or mental ray?).
It's supposed to be an underground alleyway with a bit of a scifi or a few years in the future but still old bits feeling (whatever that's called).
render:
wires:
Edit: updated links
Replies
looks cool though! nice work!
put a strong light at the other end with a shadow caste by a beastie or soldier or something if its pointing upwards slightly may help make the ceiling more readable
AK
-N
The light at the other side and something with the tunnel is a good idea! I'll try and work that in when I get to spiffing this up more.
I definitely agree that it's not claustrophobic enough. I could stand to add more layers of details vertically I think to get that. If I scaled down the doors to half size I'd probably just start over texturing cause I don't think they'd hold up at that resolution. Maybe adjusting the angle and height of the curved ceiling would fix that. I'll have to play around with that.
Support texture, yeah totally man. I need to just go balls out on that thing in Zbrush I think. I definitely want to revisit that.
Thanks again for all the crits. Definitely going to work them all in when I get around to this again.
render:
wires:
Imo the current trash and rumble is too organized. And straight over the borders.
AK
Crits:
- The lighting is a bit bright, hardly any pools light or shadows. You can create all kinds of interesting things to look out without adding more geo, just changing up the lights.
- The red lights on the left side , I think there are too many and the illumination looks like they are off, but they are glowing and emitting a small amount of light?
- I'm not sure the wooden pillars are working with the scene. The level of saturation and lack of wear make them look new. But wood as a support structure would be a really old world choice?
- You could do all kinds of different old support structures without resorting to wood. Lots of chances to add in a bunch of different shapes that can interact with your lighting.
More dynamic/interesting lighting would be cool imo, seems to be all over the place right now and more focus and contrast would be nice to see i think.
Also a couple more unique props or somthing of interest would be nice. Seems really bare atm even with the trash scattered about. Maybe a bit more story and interest (not sure how to go about this is all :P)
lookin good overall, just needs a little more to it
Vig - Thanks for the awesome crit. Super helpful. The lighting I jacked up a bit of the brightness to be able to see it. I probably need to adjust my monitor a bit. I checked on another computer and you're right it's not enough contrast. I'll definitely add that. The red lights are just casting a glow. I suppose I could put more space and add it an actual light. I like how it looks on the paint over a lot. The support beams are actually a rusty metal. Apparently I have to rework them. The beams over the tunnel on the left are wood. I used to have it as a mine shaft and that looked out of place. I was thinking of making it a giant metal door or something. Any ideas on that? Thanks again for the in depth crit. Just what I was looking for.
Nizza - Agreed on the more contrastly lighting and more unique set pieces/props. I was thinking of a generator or something on the left side. Something that I could model a high res version of I think. Good call!
Thanks again for the crits everyone. Really helpful stuff. I'll work them in during my next update.