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Alien planet critique

Hey polycount ! Figured its about time to finally make a post . I have been a viewer for the past few months and i love this community . Polycount ftw .

I wanted to start re-working some of my main portfolio pieces . and i know this should be my first stop ^_^.

I just recendly cleaned up / re-imported this project from UT3 to UDK . And i know there is a lot of work i can still do . but would love some opinions / paintovers / hard critique . if it sucks , i can take it

Thanks all !
http://www.davesforge.com/
^ website if you want to see more

[ame]http://www.youtube.com/watch?v=OdvMYUINNhc&feature=player_embedded[/ame]
demo reel ( using this as the primary piece ) . recorded a few months ago . back in ut3 . ( still need to re-record now that i have it in UDK )


shot 1
FumarUDK4.jpg
shot 2
FumarUDK1.jpg
shot 3
FumarUDK2.jpg
shot 4

FumarUDK3.jpg

Replies

  • DarthNater
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    DarthNater polycounter lvl 10
    Looks good, but lighten it up a bit. The details are hard to see with such dark images.
  • jocose
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    jocose polycounter lvl 11
    Edit: ^^^Beat me to it^^^

    Hi there,

    Your scene looks good but its pretty dark. You may want to consider lightening it up a bit and and then using colors such as blue and purple to sell it as a darker scene. That way we can see what's going on but still understand that its a night scene.
  • ZennDavid
    Good call DarthNater and jocose . ill definitely try and play around with more lights / colors to brighten it up

    Thanks !
  • ZennDavid
    Any other ideas ? they are all really really appreciated .
  • cycloverid
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    cycloverid polycounter lvl 15
    Glowies are always really cool, and this idea takes full advantage of them.

    Like others have said, the scene is really dark. I think that this is because your glowies are the only light source. It might be weird if they were really bright, so I'd consider another light source. Where is this? Deep within a cave perhaps?

    Some of your assets look underworked, specifically the buildings, which are quite blocky and have glued on windows. I'd reconsider some of the architecture, gather some reference, and rework it accordingly. Wouldn't it be cool if the windows looked like they were carved into the stone? Thinking like this will help you.

    It's a good start!
  • ZennDavid
    cycloverid - thanks for the input !

    so I'd consider another light source. Where is this? Deep within a cave perhaps?

    - I was thinking of making more bio-luminescent plants to help brighten the scenes up a bit , but wasn't sure if it would make the level look too Alice in wonderland'ish. the initial plan was to make an alien jungle , so i can practice making organic assets .

    Some of your assets look underworked, specifically the buildings, which are quite blocky and have glued on windows. I'd reconsider some of the architecture, gather some reference, and rework it accordingly. Wouldn't it be cool if the windows looked like they were carved into the stone? Thinking like this will help you.

    - Yea , definitely good call about the buildings . I think i built them a little too quickly , without enough reference . i was considering actually taking out the temple and towers , and filling them with some large alien plant-like creatures instead . or should i re-work the ruins ? i definitely want to get rid of the weak links.
  • cycloverid
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    cycloverid polycounter lvl 15
    Also, I think the blue-ish glowie plant would look much better if the edges were softened, instead of being so obviously polygonal. Anyway, good luck!
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