Ya it is really monotone right now. The post processing effects are actually desaturating the scene by about 20%, then swinging the color over to green. I am working on things that will break up that monotone color though. Stay tuned for more updates :-)
nice idea throwing in the pink on your diffuse to get some differing colors in your scene, it worked out well given the lighting and saturation. It seems like more than anything this scene is missing is some really nice darks, but thats just my two cents. I love it so far
Seriously now, good progress on the scene, like the new hints of red. Only complaint is with the new statues, they're too realistic looking, they don't fit with architecture of this type. One of the great things about Mayan architecture is their style of statues not being too photorealistic.
Really wouldn't be too hard to pound something like this out in zbrush, simple shapes and little anatomy required, but very stunning results:
Couple scary statues like this, and this scene will really start kickin' some arse.
lol thanks for the comments, but who said i was going for Mayan?
I was originally going for Cambodian, but half way through production i realized that it's perfectly fine to create this world in a way that i envisioned... this way i have complete creative freedom, and i can tell a story with my scene.
the plans for this level have actually gone quite far. I'll be starting work with one of my friends to make this a ful fledged Myst- like mod...
I have to say that this went from "meh" to really ridiculously good looking very quickly. I love the color choices, the models look really sharp, and overall it looks like a place Nathan Drake wouldn't mind getting himself almost-dead.
Wow this week has been extremely productive for me. I got a bunch of structural peices finished. I finished my Rubble material and meshes, and finally got to start on foliage!
Here's the deal with the foliage.... I have been beta testing the new "Wind Speed and Direction" Node for the vertex animation shader tech they just implemented. This means that i can paint weights on the grass foliage that i have placed which verts i want to have swaying in the wind. This allows me to place "Wind Direction" actors in my level that control which direction and how strong the wind is blowing, whether it be a directional source, or a point source. I'll have Vids soon, because screenshots don't do this scene justice anymore
Here's a few High Poly renders for the structural elements i made.
And here's a few beauty shots of where the level is headed.... In the courtyard there will be a large tree and probably some tiki-torch like things.
Great work Virtuosic, the models are looking really cool, in light of that I can't see why you are disguising all that eye candy with strange green lighting. It's washing out alot of colour which isn't really helping material definition.
GCMP --- The answer is simple enough. It's not the lighting that's green, it's the Post Process that's green. The lighting is actually a bright white-yellow, and the environment color is a bright whitish blue. The post process effects are desaturating the scene by 20%, and tinting it green to bring some of the colors that don't really match into a more cohesive look. Sure some may think that it's too green, but that's exactly what i'm going for here. I'm going for a tranquil look, and if you've studied color theory green is exactly the color to use to evoke that feeling.
Sure, after the scene is complete i will be focusing on popping out some more interesting colors here and there, but that won't come till later. I'm thinking of a green in combination with some blues and pinks or oranges to compliment the greens. This will be done primarily with plant life. Remember, the only foliage that's in here right now is ivy and grass, there aren't any trees or other plants in yet that will really make the scene pop.
very pretty! But i dont know why you gave everything a sickly green shape. Also, how bout some torches on the wall to give the light a little more variation. i rly think it would help.
good job tho!
Some more updates. like i said before, screenshots don't do this environment justice, especially due to the fact that all the foliage is moving, there is rising dust in the volume light, and moths fluttering about.
I've pretty much eliminated the green post processing effects.
Right now i feel like it's way too dark so i'll have to mess around with the lighting a little bit until i get something that is suitable
Starting to get somewhere with the lighting now, I feel. Like you already know though, a little bit brighter would help a lot, in areas. Keep some nice shadow areas as well.
This scene is really comin together, I'm more than glad you got rid of that green tint to everything... it was a bit much. Overall the scene looks great aside from the line grass, if there was THAT MUCH grass growing in there, it'd start to break the tiles and be growing elsewhere too, not all just in straight lines like that.
Finally got around to playing around with the lighting. I figured out how to get the high contrast without making it look pitch black. Also took out most of the grass.
I'm going to rebuild the scene to be more aesthetic from an artistic point of view. So until then, these are the final pictures of the current layout --
Replies
And here's another preview of the environment, with the stairs implemented and some lighting changes.
i don't get it. were you trying to be funny?
haha. Too funny.
Really wouldn't be too hard to pound something like this out in zbrush, simple shapes and little anatomy required, but very stunning results:
Couple scary statues like this, and this scene will really start kickin' some arse.
I was originally going for Cambodian, but half way through production i realized that it's perfectly fine to create this world in a way that i envisioned... this way i have complete creative freedom, and i can tell a story with my scene.
the plans for this level have actually gone quite far. I'll be starting work with one of my friends to make this a ful fledged Myst- like mod...
More screens and assets coming soon.
hahahahhahahahahahahahahahahaha
ON topic, i just wanted to drop by and say how excited i am to see your vertx shader in action on different props (esp the head!)
Wow this week has been extremely productive for me. I got a bunch of structural peices finished. I finished my Rubble material and meshes, and finally got to start on foliage!
Here's the deal with the foliage.... I have been beta testing the new "Wind Speed and Direction" Node for the vertex animation shader tech they just implemented. This means that i can paint weights on the grass foliage that i have placed which verts i want to have swaying in the wind. This allows me to place "Wind Direction" actors in my level that control which direction and how strong the wind is blowing, whether it be a directional source, or a point source. I'll have Vids soon, because screenshots don't do this scene justice anymore
Here's a few High Poly renders for the structural elements i made.
And here's a few beauty shots of where the level is headed.... In the courtyard there will be a large tree and probably some tiki-torch like things.
By the way, will you finish this damn thing already :P How's the new job?
but i agree wth DarthNater, more bloom.
GCMP --- The answer is simple enough. It's not the lighting that's green, it's the Post Process that's green. The lighting is actually a bright white-yellow, and the environment color is a bright whitish blue. The post process effects are desaturating the scene by 20%, and tinting it green to bring some of the colors that don't really match into a more cohesive look. Sure some may think that it's too green, but that's exactly what i'm going for here. I'm going for a tranquil look, and if you've studied color theory green is exactly the color to use to evoke that feeling.
Sure, after the scene is complete i will be focusing on popping out some more interesting colors here and there, but that won't come till later. I'm thinking of a green in combination with some blues and pinks or oranges to compliment the greens. This will be done primarily with plant life. Remember, the only foliage that's in here right now is ivy and grass, there aren't any trees or other plants in yet that will really make the scene pop.
(also your loosing contrast and warm vs cool)
good job tho!
I've pretty much eliminated the green post processing effects.
Right now i feel like it's way too dark so i'll have to mess around with the lighting a little bit until i get something that is suitable
Finally got around to playing around with the lighting. I figured out how to get the high contrast without making it look pitch black. Also took out most of the grass.
I'm going to rebuild the scene to be more aesthetic from an artistic point of view. So until then, these are the final pictures of the current layout --
cheers!