Ok crits/comments are welcome, but I may not apply them all due lack of time.
Some things to note:
-The walls have the same texture atm, I will change that somewhere along the line.
-Lighting not final, still figuring stuff out in unreal and trying to achieve something cool by playing around with the lights.
-current polycount at +- 7000
-some props textured really quick, so not as clean as I would like it, but I may change that later on
-suggestions about props to fill this scene with is appreciated , currently only a vague idea of what I'm going to add.
Now first thing I'd like to hear: which one is better?
Replies
A good idea might actually put a light on the door I think. I assume it is important in some way.. at least that is the only thing of interest here so might as well light it up and give it some attention. Unless the ropes count as interesting.
Also I believe you are missing a few key elements from the concept? Dock, water and windows?
after seeing it so many times, i concluded that SD has decided to make the ugliest concept possible, and see who can show great design skill and creative liberty by improving it.
of course, you've left the ugly windows out. your palette is spot on but once those shapes r in i want to see you make them fit nicely i think these shapes should lead u in creating ur props, to support the composition and not clutter it and/or make it worse.
the only thing id consider texture wise is adding some moss in the corner of the floor/wall. maybe a puddle in front of the door (to compliment the rope loops)
As fo the windows, I've been looking at some submaring/ship round windows to get some idea's, but couldnt find any great sources, so I'm kinda skipping it atm.
And yeah I was planning on adding the puddle using decals in unreal editor, but no idea(yet) how to do it, so that will come eventualy.
I'll post some earlier shots tomorrow, might be interesting to see how it changed between updates.
Keep this up! I'll definately keep an eye on it.
I prefer the second, has more light! Post the texture sheets when you can as well!
cheers.
This test looks good too. I really like the wall. The specular on the vertical beams down below might need some lovin though.
This test looks good too. I really like the wall. The specular on the vertical beams down below might need some lovin though.
Are you generating high poly meshes for your normals or using a filter/app?
What happened to the dock? or did you decide to take it out? Cause if you did you need to add another major element to the scene. They gave you the concept and the poly count to see what you could make in those restrictions, if you decided to not make it they are going to wonder how you were using the rest of the polys and are you using them wisely.
Cool lighting. i'd like to see a wire frame
i would definitely add the windows from the concept, they can have a lot of nice detail (hinges, screws, rivets, glass bulb) and really make that wall less boring.
and yeah as some people mentioned the art test is kinda meant to help separate out those people who have a bit of imagination and some skills when it comes to interpreting a concept - keeping the size/layout the same but doing interesting things with additional props and quality texture work, and generally making the whole scene more cohesive.
it's worth noting that the actual concept art you would be given in production is much more detailed and in full colour
I will try to post some flats and screenshot when I'm on my main pc.
MoP, the windows are coming, but I'm going to play around with the positions of it, perhaps only have 2 of them, both the same size, to see how that looks.
Jet_Pilot, the dock is coming, it's just that I'm still deciding what meterial it is, etc. I think i'm going to make it wooden and a bit damaged. In the concept it looks like it's floating, I'll try to go for some beams under it( perhaps reuse the current wooden beams mesh with some edits here and there).
HellMark, the door, rope,wood,light and metal thingy have high polygon versions baked from.
The walls and floor done using the nvidia filter etc.
MLichy, I was thinking of adding something interesting to the door, but more in the way of some text, but I'll see what I can do.
Jeffro, yeah especialy for wet wood, it needs some work, but It's also unreals faulth:P, it kinda makes it flatter after lightmap bake.
Orgoth2, yeah my first goal is to make it look good withouth any special objects, If I manage to pull that off, I'll see how much room there is for something extra.
Can't wait for tomorrow, I'll be able to work more on it hehe.
Some old images with placeholder models, tomorrow new images .
Ok I was working on seting up the lighting on the dock, but Unreal decided to crash .
So I quickly tried to redo it, but had less time, so its meh currently.
Current tricount: 11.000, so enough room for some good looking windows and the 'bridge'(plus some extra's)
EDIT: lol after posting I realised I forgot to add some nails and worn edges on the wood.
Also, here's the wireframe and a unlit view:
As you can see, the right window gets this weird shading on it. I tried different size lightmaps, and I changed the subdivision stuff aswell, nothing helped.
EDIT: nvm- wordpress is acting weird when uploading new images :S
- reducing the curvature on the window would help, if you cant get past it technically, also making it transparent with a back plane would also
if that does nothing then generate unique UV's for lightmap through unreal (these are bad, but have solved unexplicable things before for me...)
then try vertex lit
check your light influences
place a few to eliminate the black splodges
all else fails make it an unlit, fake lighting through material and bake in some lighting via texture... really not ideal though, considering how simple it should be (not knocking you, I know UE can be a pain)
If it nothing works, I think Shepeiros idea is a good solution, and a good excuse to not make the windows as curved but more like a ships/submarines window.
I'll have an update tomorrow..I hope. Thanks again.
This is it so far: still needs a lot of cleaning up
The inside part of the window needs alot of work, the material is kinda weird. I will also add some painted text or pattern on it, or perhaps a logo. I'm not sure yet.
http://images.google.com/images?hl=en&safe=off&client=opera&rls=en&um=1&sa=1&q=Gang+Plank&btnG=Search+Images&aq=f&oq=
(almost dutch, isn't it?)
Can't really find anything to crit, it looks like you know what you're doing. Keep it up. I don't know if you're looking for a job over there, but good luck.
Marcan, thank you for the compliments . I actualy am looking for my first job, not particularly at SplashDamage, but it would be great if I did get a job there . I wasn't planning on sending in, but I got some good responses, so I'm going to send it in and see how it goes .
Michi.be, thanks man.
Nice progress so far!
http://gameartist.nl/2009/04/tutorial-faking-radiosity-in-unreal/
at least I am happy that you recently push more into the visual artistic side - keep it up looks good so far
But I really enjoy working on this whenever I have time, so I might turn it into a complete scene some time.
Thanks for the compliment.
I am calling this done, even tho not 100% finished with it. Main reason is, that I really dont have the time to really polish this, so I hope you still like it:
Perhaps, some time in the future, I will really polish this, who knows.