I'll figure out a title later when I'm less tired.
This scene is mostly finished. I may make small changes from now until tomorrow, but I'd rather spend an hour or 2 gathering shots of the individual assets to show in here.
If I do go back in to the art to make changes, it'll be specifically on the water as I'm not 100% happy with it. And I may adjust the values of the lights hitting the robot. They're getting pretty hot on him.
I decided a few weeks ago to make a scene for
one of the highpoly practises I did. I really wanted the scene to feel like new tech was added to our modern world, over time. As if we're seeing our world today as it may be in the future. And, with time being an issue, I wanted it to be something I could create in a timely manner, without too much stress. From that, a sewer was made and I slowly added to the environment over time.
Anyhoo, enough babbling. Here's the goods, straight out of Unreal 3...
And for those interested, here's my WIP shots as I'd save them and show them to friends (mainly Eraserhead and dudes at work):
http://dl.getdropbox.com/u/17188/22WT_ingameWIP_02.jpghttp://dl.getdropbox.com/u/17188/22WT_ingameWIP_03a.jpghttp://dl.getdropbox.com/u/17188/22WT_ingameWIP_03b.jpghttp://dl.getdropbox.com/u/17188/22WT_ingameWIP_03c.jpghttp://dl.getdropbox.com/u/17188/22WT_ingameWIP_04.jpghttp://dl.getdropbox.com/u/17188/22WT_ingameWIP_04b.jpghttp://dl.getdropbox.com/u/17188/22WT_ingameWIP_05a.jpghttp://dl.getdropbox.com/u/17188/22WT_ingameWIP_05b.jpghttp://dl.getdropbox.com/u/17188/22WT_ingameWIP_06a.jpghttp://dl.getdropbox.com/u/17188/22WT_ingameWIP_06b.jpg
And here's the concept from Izmojuki that started it all:
http://dl.getdropbox.com/u/17188/22WT_concept.jpg
Replies
Well done!
My only crits/suggestions would be to rotate that big blue pipe to hide that black seam line running down the length of it. And then maybe add a grunge card around the outer edge of the door to help connect it to the wall.
EDIT: If that seam on the pipe was intentional then I would at least soften the black, so it looks less like a texture seam and more like a metal construction seam.
Looking at this again, there's too much light hitting the robot. I'll address this in the Unreal scene some time tomorrow.
One thing, what exactly is that smoke stuff near the robots feet? Dont really understand why there would be smoke/steam coming off its feet.
I have to agree that whatever it is at the robots feet/legs (supposed to be water splash effect particles? or something else?) just doesn't look good. I don't know what it's meant to be and it just looks a bit messy.
If you can make the effect look like whatever you were intending then it might help, but otherwise I'd just remove it.
Also, the small brown pipe texture on the ceiling is really stretched and blurry. I'd really sort that out, it shouldn't be a difficult fix.
I might also change the colour of the tentacle to something more red/purple - at the moment it's blending in with the background a lot when I think it should be a more contrasted focal point.
I'm not sure why the robots legs are blurry too? It looks almost like motion blur but if it is he's not in a dynamic enough pose I think. It draws my eyes to it because of the brighter light at the end of the tunnel, so I'd try to get that part looking as good as the rest of the scene
Rock and roll!
I agree with what everyone has said so far (the splash is one of the biggest things for me) but also... that door could maybe get a bit more lovin' to it. I don't necessarily like how the corners are so hard, but the texture itself really needs a fix, kinda looks like you just slapped a metal texture on it and went on with the scene, which is disappointing, because that door is part of where your viewers eye will look right after the robot.
I'm digging the lighting though, it definatly sets the mood pretty well.
Basically there are hundreds of awesome heavy metal sewer door designs you could have done (I'd really make it in highpoly - check out Kevin Johnstone's massive vault door from GoW for inspiration), but it does kinda look "phoned in" especially compared to the rest of the scene.
And considering it's a fairly important part of the image, I'd definitely spend some more time on it. A highpoly door should take one evening, lowpoly / UVs and bake shouldn't take more than another evening, then texturing another few evenings. Time well spent, I'd say.
My main crit is with the top pipes just under the light, seems to me there should be a bit more bright blue spec on the tops of 'em where the "fog plane" is.
-Lighting will be toned down on the robot
-The door *does* have a highpoly for it. It's a service door, not a grand entrance somewhere. I haven't any issues with its textures, so I'll see what I can do about its impact.
-The tentacle is second fiddle to the rest of the scene. It's there as a 'supporting actor' in my scenes story, if that makes sense. Making it another colour, I'm afraid, will give it too much focus. Which I don't want.
-The brown pipes are stupidly stretched. I wore my noob hat on that one. Fixed already.
-The 'smoke' is actually water, which I had a hell of a time will. I'll likely spend most of my time on making it look right today.
-The blur in some parts of his legs was to show action, to support the frantic nature of the splashes. That entire idea will be looked at and executed on differently. And hopefully better.
Thanks for the feedback. Paul I'm glad you dig the lighting, I loved working on it.
I won't repeat the valid points that have been said already. About the water, when I saw the splashes first at the left foot, it kind of made sense. But when I was checking out the splahes around other feet it made less sense, especially the right one. As there doesn't seem to be water on the stones there is nothing to splash with.
At this glazing angle with some wild splashing around I'd really espect to see some more reflection going on with pools of wet stone. Might help with giving it a sense of continuity.
Exactly what i was thinking :thumbup:
everything else looks top notch great job adam:)
Also considering how much motion blur there is on that hind right leg you would think it would be sliding and leaving a little but of rubber on the ground there.
The one minor thing that bothers me about this piece is the tentacle. I think the reaction pose of the robot doesn't quite match the pose of the of the tentacle. Right now part of the tentacle is resting on the ground and to me it sort of gives it a somewhat lifeless feeling. Maybe if you just flipped the tentacle vertically so that it isn't touching the ground it would seem a little more menacing like it's reaching for the robot.
overall i like the render, it's very well executed and i think you did a great job on the texturing and the lighting. And the contrast between the different elements is great. Good job mang!
Cheers
Ben Apuna - Bam! Thank you for the kind words The idea of the tentacle was that it was slithering in to the room, not attacking the robot. 22WT (the robot) was on patrol when he caught it slithering in to the closet. Sort of 'out of the corner of his eye'. He's startled, not ready to destroy.
nffryrytytyrrrrrycomplex - Thank you! The machine is startled, yea. And its no telling how his legs would move in a situation like this, so I imagined his front right leg was planted sternly in to the water, pushing his other 3 legs up and over to his left slightly so he could get up on the side walk. No crazy aerobatics or anything, just enough to react & examine.
I also think that the water is too opaque, I would expect to see some of the underlying geometry even if it's just up close and falls off at a distance. The fog plane coming from the hanging light also has a visual intersection with the pipe, you can easily fix this by using a depth biased alpha node in the fog's material.
Thanks Jordan for the reply.:thumbup: The glow on the light I can and will fix as its pretty trivial.
I'll admit the pipes are a product of poor planning. They were always meant to be within darkness and never quite caught by the light as much as they are. It wasn't until the last day or so that I increased the light value right in their area.
The door's resolution is a bit tighter than the wall it rests on. It's UV's are 1:1 and I just double checked the PSD, its not skewed or stretched. I will, though, try a couple things tonight when I go to fix the light glow. I won't be doing a new door model, so it'll be purely texture based.
Thanks again for the reply, meant a lot. :thumbup:
EDIT: Oh ffs. I just realized the white splotches on the door ARE lower res than the rest of the door. I knew this before and never f'ing addressed it. I'm an idiot, will fix. I may even tone the door down a bit more to be more in tune with something like this. I wanted the door and lights to have this sort of 'future upgrade' look to them and I think that idea for the door overshadowed my sense of its textures.
overall everything but the robot is too low res geometry wise, i think its too easy to get into this old-school polycount mentality that less polys is always better, but i really dont think that is the case today, with modern hardware that could push way more geometry in a scene like this, and the fact that its a scene specifically created to be shown off in stills, it just seems a little lazy that its this lowres, i mean it doesnt take much work to turn cylinders to 12 or 16 sided instead of 8, or round out some corners a bit better =D
Certainly a difference of opinion on that one .
AS for the robots pose, I don't know what to tell you. He's suppose to be pushing up and out of the water, with his right front leg spending most of that energy. Not a huge, quick push. Just enough to react to being startled. Few commented on his overall pose so I think I'll let it be. Thanks for the feedback homes.
You're obviously really talented man (big inspiration for me) I just can't figure out why you wouldn't give the extra time to the scene instead of taking that time and defending its current state.
Again, I'm not trying to cause shit... I just think it needs to be clear here what kind of scene this was (for fun or show piece).
Certainly there was fantastic criticism given, but it's my job (and really the job of anyone posting work here) to weed through what I think would improve the scene versus someones personal opinion. Hope this helps And for what its worth, I am at this very moment making changes to the scene I feel will improve it, based on the feedback I was given.
Good question, glad you asked it. :thumbup:
Other than that it's awsome! Inspirational work you have here.
Thanks again for the feedback everyone. Now its time for a little break before UC 2009 starts :poly108:
the only single thing that makes it not work as well is the idea that he's jumping back. i think the idea works and adds a sense of "character" to an object you wouldn't expect to be surprised by such a sight of slimy tentacle insanity lurking out of the door, but it isn't being conveyed that way. until i read back through some posts did i realize that he was supposed to be jumping back in shock or climbing backwards... i always thought he was just stepping into the water to investigate the scene at hand... the main reason why is the splash.
there shouldn't be a splash at the bottom of the foot that is fully submerged... it adds the weight on that end and makes it look more like he's stepping into the water and is conflicting with the water trail you kind of have going for the foot behind it, which is where the splash should be originating. there should be some rippling or waves going on around the foot that is fully submerged, but the action correlation is just in the wrong place.
okay... i'm done... wall of text end
edit: okay i lied... not done... just wanted to say that it works either way, but if your intention is to have him feel like he's lurking backwards, then i would consider making the minor change. k. now i'm done. promise.
And thanks again everyone. Glad you've liked it (Fun ride!)
Thanks for explaining as well Adam.
Edit: Mccabe... you have arrived
It looks like the robot is further down the tunnel than his focal point suggests... it looks like he's looking at the blue dot just to the left (screen left) of the door.
The biggest problem with the pose is that his foot isn't actually planted in the water... the perceived ground plain under the water is much lower than where it looks like his foot is supposed to be planted.
This is a difficult thing to do with the elevation change I'm sure.
Just a suggestion... something to think about. It's a mighty fine render without any changes done at all. And the assets are done to perfection.
Great work man!