Hey guys,
This is a environment that I worked on base off of my concept. I didn't exactly replicate everything that my concept showed. I really wanted to push the shapes and colors further than what my concept showed. This scene is rendered in UDK using diffuse and specular maps. I'm still playing around with the lighting, I am getting some weird shadow going on in the foreground that I still need to fix. If there are any suggestions I would love to hear from you guys, thanks!
Concept
Beauty
Replies
The big bright spot on the floor under the chair is kind of blinding atm, you might want to darken that up a bit.
I like the highlights/reflections on the orange-red bamboo?/cylinder shapes from your concept you should try to carry that over to your in engine scene.
The telescope needs some more specular highlights as well to help it read as metal.
Hmm... the more I look at it, I think you should try to carry over as much of the specular highlights from your concept as you can to help all the shapes and materials read better.
I also think you could round out all of your cylinder shapes (especially the telescope) with some more triangles, it is UDK after all, why skimp on the triangle count? Unless you like the low poly look.
Other than that your scene is looking great
looks great man
similar to what00zero said (but different idea), would it work with some kindof weird lens distortion so the edges of everything kindof curve inwards a little (is that camera depth?).
dunno, most of it's looking fine as is but the top and bottom of the image seem really straight... bit of curviness is always cool :P
Does anyone know how to get that lens distortion effect in UDK?
I also just noticed that I named the post wrong. Was off by one letter compared to my sign haha, oh wells.
Now it's a bit harder to read the sign.
I think you're loosing the sense of roundness on the observatory doors that you have in your concept, hopefully you can get some of that back by playing with the camera's fov setting.
You can add a custom camera to your scene then edit it's FOVAngle setting to get closer to your concept. Then you make the camera active when you play the level with kismet, this tutorial should get you up and running.
What engine is this in?
Natetheartist - Thanks, this scene is rendered in UDK.
Changes
-Slight angle turn
-Made the telescope at a more realistic angle
-A couple more lighting changes
Your darks are realllly dark as well (could be my monitor though) which I think is giving this piece a weird vibe... its dark, but I don't neccesarly think it should "feel" dark... Instead of those dark dark colours, why not try working in some blues / purples into the shadows a bit more.
Also looks like you painted some highlights on the piece, or is that through UDK? If so... bad... assss!!!
I still think you should round out the geometry some more, the ropes, telescope, pathway, and bases of the rope posts are standing out to me right now. With some smoother angles here and there you could really pass this off as concept art then blow peoples minds with a wireframe shot.
The telescope seems to be missing some self shadowing action on the sides that should be going on. It almost looks as if it's glowing next to the relatively dark areas of the rest of the observatory.
Ever thought of doing a nighttime version?
gotta second the contrasty, super saturated comment, little overwhelming atm. Maybe just gradually desaturating things as they move further out from the focal point (chair). Tho i don't know if you can do it easily in unreal (post process volumes and adjustings mebbe?).
looking dope man *saves to folder*
Ben Apuna - I actually had the material of the telescope brightened up a tid bit. I took it back down to match the surroundings, thanks for the catch .
GCMP - Ya I hear ya. While converting it into 3d, I decided that I wanted the walkway to be made from a different material as if they had a bunch of bridged walkways that they would place everywhere.
MrMachete - Yup yup!
Nizzawarg - Thanks buddy! About the post processing thing, I had no idea how to do that lol. Sounds like a cool idea though.
Heres another update. I toned the saturation and contrast down.