Autocon, Bryan's paintover is spot on in what its doing: Giving your scene focus. Your current iterations are a bit focus noisey and really bring the eye to a lot of areas. What the latest paintover has done is bring the focus to the chamber. Perfect.
You need to setup a second UV channel on your art to bake lighting. Right now things are falling a bit flat with just some simple ray traced shadows.
It'd be rad if the glass on the chamber was a bit translucent and we could see a bit of whatever was on the inside. It would just add to the story of the scene.
Is this the final shot/composition? Personally I'd work with something that does well in 16:9 or 16:10 aspect ratios, but thats me.
As for worrying about what will 'land you a job'. The biggest thing I'd say is impact. What impact will this shot have immediately on the viewer. If they're admiring the work, then it doesn't matter the style of texturing or how realistic the lighting is. Overall if the impact of your scene is a positive one to whomever is viewing & reviewing it, then you're golden. Don't get so hung up on details.
Graduation junk finally over so now I can get back to nothing but polishing this up. This update is just on some lighting with a little post, havent changed any textures yet and I still am going to go back to work with translucent glass as it seems everyone thinks it would look good so I will work on that and textures this week.
@Adam : thanks for the info, UT would crash every time I tried to bake lighting so for GDC it was just left with unbaked lighting until I could figure out why. Still crashes if I have lightmaps on anything more than floor and walls, but from what I have been told those are really the only important things to have it on and let vertex lighting handle the rest.
Thanks for the info on job stuff too, just wasnt too sure since many people at GDC would tell me. If its not in their companies style they would more than likely pass it over, which seemed foolish to me.
Still some lighting things would like to change but would love to hear what you guys think for now.
I like the last paint over your friend did. Do you see any blacks or dark spots in his? Nope. Try to hit that instead of ultra contrasty with dark areas like you have now.
Just got done skimming through this thread, so here's my two bits...The progression you've made with it is great! Glad you pulled the handrails...although what are the space marines going to skateboard on now? The lighting and overall ambiance is much more dynamic now too. The chamber is beckoning for a closer look, i want to press my face to the glass and say, "Hello, Buddy! Is it cold in there?"
Autocon, this new beauty shot is so much more defined and readable than your previous one. It definitely made a rad scene even radder. Love the highlights in the dark areas.
It's looking good, but I have to agree with whats_true, and add that your very high-contrast texture work on the complex assets is really hiding a lot of the nice normal mapping work. Your metal looks right now like it's from a diffuse-only game engine. So my advice would be this:
- Tone down the contrast and noise in your diffuse textures significantly.
- Play with your specular, knocking the intensity up quite a bit and the power down quite a bit. Do so in your shaders rather than by adjusting textures.
- Add more ambient lighting to the currently pitch-black areas. Do this with low-intensity point lights rather than by adding ambient light to all surfaces evenly.
Hello once again PCer's. So here is the final for my Cryochamber Room. I took all feedback from everyone and tried to find the balance between what everyone thought to polish this guy up. I really appreciate all the feedback and paint overs
Going to have to be moving on from this project, was a blast to do and learned a ton. But now it is time for Unearthly, updating my website and finding a job!
If there is anything glaring that you really think I should change then let me know.
If you have some wires of the HIgh rez meshes I would love to see how you handled modeling some of your high poly assets. They are really quite detailed.
Hey joesolo I love seeing wires of HP's too. Always makes things easy to understand. They arnt the cleanest as I could have terminated edges here and there but it got the job done.
To make sure this page dosnt take an hour to load here are just links to the images instead of the images directly.
Replies
You need to setup a second UV channel on your art to bake lighting. Right now things are falling a bit flat with just some simple ray traced shadows.
It'd be rad if the glass on the chamber was a bit translucent and we could see a bit of whatever was on the inside. It would just add to the story of the scene.
Is this the final shot/composition? Personally I'd work with something that does well in 16:9 or 16:10 aspect ratios, but thats me.
As for worrying about what will 'land you a job'. The biggest thing I'd say is impact. What impact will this shot have immediately on the viewer. If they're admiring the work, then it doesn't matter the style of texturing or how realistic the lighting is. Overall if the impact of your scene is a positive one to whomever is viewing & reviewing it, then you're golden. Don't get so hung up on details.
@Adam : thanks for the info, UT would crash every time I tried to bake lighting so for GDC it was just left with unbaked lighting until I could figure out why. Still crashes if I have lightmaps on anything more than floor and walls, but from what I have been told those are really the only important things to have it on and let vertex lighting handle the rest.
Thanks for the info on job stuff too, just wasnt too sure since many people at GDC would tell me. If its not in their companies style they would more than likely pass it over, which seemed foolish to me.
Still some lighting things would like to change but would love to hear what you guys think for now.
Excellent work, keep it up!
- Tone down the contrast and noise in your diffuse textures significantly.
- Play with your specular, knocking the intensity up quite a bit and the power down quite a bit. Do so in your shaders rather than by adjusting textures.
- Add more ambient lighting to the currently pitch-black areas. Do this with low-intensity point lights rather than by adding ambient light to all surfaces evenly.
Going to have to be moving on from this project, was a blast to do and learned a ton. But now it is time for Unearthly, updating my website and finding a job!
If there is anything glaring that you really think I should change then let me know.
Main Shot with 2 other views.
-Anthony Vaccaro
Good luck with the job search!
If you have some wires of the HIgh rez meshes I would love to see how you handled modeling some of your high poly assets. They are really quite detailed.
To make sure this page dosnt take an hour to load here are just links to the images instead of the images directly.
CryoChamber
http://img97.imageshack.us/img97/5563/cryowire.jpg
http://img16.imageshack.us/img16/7889/cryowire2.jpg
http://img18.imageshack.us/img18/6295/cryowire3.jpg
Pillar
http://img27.imageshack.us/img27/3936/pilarwire.jpg
http://img15.imageshack.us/img15/776/pilarwire2.jpg
Hope these help.