Oh ya! Because I know there's going to be some opinions on the colour grading job I've done, if You'd like to take a crack at it yourself based on my references, feel free! It's nice when you see it closer to the photographs in there (blown out values, red tints, etc.) but once you see that "in game", IMO, things needs to be toned down a bit and contrast needs to be introduced so that there's more range.
Looking awesome, but you've been holding out on that camera update for 2 months!?! I like the new camera redesign. It's not as futuristic and abstract which is a good thing in my opinion. Watch tower is looking good too but I wish you'd give us a render of the final instead of having it way in the back of those pictures! Looking forward to seeing how you handle the redo of the rocks.
Adam, loving the direction you're taking this, and I think that pallet is looking ace. I think if you could get an effect with more bleeding colours (orange - red hue it looks like in that pic) I think that woudl give it that extra little kick, maybe you could mess around with the lens flare (or whatever you have going on) that may introduce that idea a bit more.
Oh I wanted to ask you how well the color grading works? I still haven't had a chance to try it yet.
(don't know if you've gone over this already but I have read the thread and can't recall seeing it anywhere)
regarding post 556, and redesigning stuff to fit, The scene is set in the late 60's-70's, but when would the base have been built? cause if the tech is from that same era than it should all still look fairly new with the detailing/aging shouldn't it? you'd get weather damage either way but the way it decay's and the general buildup would be different. especially in an environment like a forest where it's probably quite damp.
The colour grading works pretty well 1:1 from Photoshop to UDK. I've yet to see a vast difference when swapping from PS to UDK. It's pretty remarkable in that regard.
You guys should grab the PSD and try out your theories
SHEP - I think that more elaborate vignette works well for a photograph and not video. What do you think?
was often due to the projection screen which would have a black rounded border
also your look would be quite dependent on what time of day it would be filmed... at the current time late afternoon im guessing you would probably want to go quite high contrast... with dark shadows...or high gamma... rather than washed out like alot of the photos refs you have as they are in brighter midday sun you could then do another contrast tweak after the first one to flatten the blacks and make it look uvdamaged
Very nice Erik! I love it! I had gotten to this point a number of times and immediately felt that the green would be something people would react negatively to rather than 'get' why its that way.
That looks like it matches the references well, but I think it would be pretty eye-fatiguing in a game. I like the latest pic posted by adam a lot better.
What about something like this? If you lower the contrast in the shadowed areas and tint the whole thing, it looks a lot like some older photographs. This may be overdoing it a little, but it avoids some of the nuclear green at least.
Oh cool, post fx shenanigans Couldn't resist going all out, maybe it'll atleast be inspiring:
I kind of added some brightness to your sky and blurred everything in the distance a little, added some vignetting, bloom, noise and a level adjustment, as well as some discoloration and crap I saw in refs just for good measure. Like I said, couldn't resist (PM me or something should you want to pry around the PSD)
Rasmus, that looks effin' rad for still shots, but it'd murder your eyes if you looked at it for too long in motion. I like the bloom in the sky and the noise, though.
So far from these posts I like Erik's the most - mainly because it feels a lot like the shots from my references. As I said, I had gotten to this result a number of times but always felt that the green's values would have a negative result on the viewer, even if it is more 'accurate'.
The others are great as well, but a bit 'much' in their own regards. Swizzles contrast is very high (darks are dark, etc.) and rasmus, while badass, would be far too much for an in-game situation.
With mine I find it to be a 'happy medium', but I'd like it to feel a bit more closer to the references.
Maybe when I'm done redoing my rocks I will do a quick video to show Erik's (and Swizzle's if he's offering the PSD) and we can all see it in motion.
Agreed, adam. The main thing I was trying to get across with mine was the lack of contrast for all the darks that seems to happen in a lot of older color photographs. If you could do that (though probably not as extreme as in my example, which was admittedly way over the top) I think it'd help sell the effect you're looking for.
Yeah, I agree. I think it would be interesting to try and do animated post effects though, haev you given that any thought? Like emulating a dusty old super8, with noise and discoloration and whatnot happening as if you're filming. Or maybe just save it for some of the security-cam shots :P
Very nice Erik! I love it! I had gotten to this point a number of times and immediately felt that the green would be something people would react negatively to rather than 'get' why its that way.
What's yours and everyones thoughts on it?
I like it, but I might be a bit biased Like I said it might be a little too saturated. The green is a bit harsh, but that's really the only issue I have with it. You could probably go into PShop and tone down the greens selectively.
I really like Erik's settings. To echo Alexander, it'd be interesting to see how this would work in an actual gameplay situation, but it looks really excellent for still images.
The only thing that I'd adjust is the saturation of the sky - it could use just a little more color in Erik's image, in my opinion.
Lighting, art placement contrast and 90% through the highpoly pass for the rock cliff faces.
Lighting & art placement contrast I've taken a lot of props out and placed them more 'strategically' as to dry the eye around the image. The biggest difference is how I'm doing my grass on the terrain. I'll no longer use the UDK terrain tool and am instead placing tufts of grass by hand around key areas.
I cut the image to show the grass placement working:
And, I've begun updating the cliff rocks for this scene as I don't like them any more.
My current rock 'kick' at work had me rethink the process, so I am now doing them in highpoly first. The process will be:
Mudbox pass. No high frequency detail - broad & planar strokes, suggestive detail only
The broad & planar strokes is to help the cliff faces catch light better, and it lends itself to the cartoon look of the scene.
From the highpoly bake, I'll use a second normal map that is tiled over top of this bake for higher frequency detail. It won't be anything crazy, brush strokes and subtle details.
Simple diffuse + spec
I still have a few things to do before I bake it out: Smooth out some faces a bit more and reconsider some edge tightness.
I agree with mistry. It does look great! May I ask your reasoning for not liking your old rock faces? I remember a few months back, I used to idolize those rocks! :P
I find it looks sort of like messy, poorly lined up quarry stones. Something feels strange about it. Granted, with vegetation and textures and proper lighting it may look better. And maybe I'm just dumb :P
The goal is oversized jagged cliff face, sans horizontal edging. Clean and suggestive, to hopefully compliment the rest of the art work.
Like this, only not nearly as concentrated or surface detailed. I tried to borrow most shapes in my stone from this picture. I may add the horizontal edges tonight or tomorrow, although I didn't like how that looked when I first attempted it.
Replies
Here's a PSD for you, if you're so inclined
Next to Eraserhead, I'm the biggest Bond fan . As I say, I need supporting artwork for this 'sell'.
You Only Live Twice stands out to me as one of the more evil lair + cool gadget movies movies.
Zac - Totally. As I said, I have to be sure the next piece I do can be influenced by such things
either way,
mmmmmm
Adam, loving the direction you're taking this, and I think that pallet is looking ace. I think if you could get an effect with more bleeding colours (orange - red hue it looks like in that pic) I think that woudl give it that extra little kick, maybe you could mess around with the lens flare (or whatever you have going on) that may introduce that idea a bit more.
Oh I wanted to ask you how well the color grading works? I still haven't had a chance to try it yet.
(don't know if you've gone over this already but I have read the thread and can't recall seeing it anywhere)
regarding post 556, and redesigning stuff to fit, The scene is set in the late 60's-70's, but when would the base have been built? cause if the tech is from that same era than it should all still look fairly new with the detailing/aging shouldn't it? you'd get weather damage either way but the way it decay's and the general buildup would be different. especially in an environment like a forest where it's probably quite damp.
original paintover
paintover TAKE2
You guys should grab the PSD and try out your theories
SHEP - I think that more elaborate vignette works well for a photograph and not video. What do you think?
was often due to the projection screen which would have a black rounded border
also your look would be quite dependent on what time of day it would be filmed... at the current time late afternoon im guessing you would probably want to go quite high contrast... with dark shadows...or high gamma... rather than washed out like alot of the photos refs you have as they are in brighter midday sun you could then do another contrast tweak after the first one to flatten the blacks and make it look uvdamaged
LUT_adjustments2.psd
What's yours and everyones thoughts on it?
i just saw swizzles. i think theres too much grey. maybe its my monitor.
I kind of added some brightness to your sky and blurred everything in the distance a little, added some vignetting, bloom, noise and a level adjustment, as well as some discoloration and crap I saw in refs just for good measure. Like I said, couldn't resist (PM me or something should you want to pry around the PSD)
The others are great as well, but a bit 'much' in their own regards. Swizzles contrast is very high (darks are dark, etc.) and rasmus, while badass, would be far too much for an in-game situation.
With mine I find it to be a 'happy medium', but I'd like it to feel a bit more closer to the references.
Maybe when I'm done redoing my rocks I will do a quick video to show Erik's (and Swizzle's if he's offering the PSD) and we can all see it in motion.
Keep them coming!
I like it, but I might be a bit biased Like I said it might be a little too saturated. The green is a bit harsh, but that's really the only issue I have with it. You could probably go into PShop and tone down the greens selectively.
The only thing that I'd adjust is the saturation of the sky - it could use just a little more color in Erik's image, in my opinion.
It is, but I suspect it'd get very disorienting since its hard for the eyes to focus. Screen position offset would probably be a good starting point.
^ my crack at it, but so far I like swiz's.
I just wanted to say that, and I love how it reminds me of one of my favorite games "Evil Genius". It's too bad that game didn't go further.
Piccie
Also, this thread is incredible, so much detail :O
I thank you adam for this gift of detail.
Lighting, art placement contrast and 90% through the highpoly pass for the rock cliff faces.
Lighting & art placement contrast
I've taken a lot of props out and placed them more 'strategically' as to dry the eye around the image. The biggest difference is how I'm doing my grass on the terrain. I'll no longer use the UDK terrain tool and am instead placing tufts of grass by hand around key areas.
I cut the image to show the grass placement working:
And, I've begun updating the cliff rocks for this scene as I don't like them any more.
My current rock 'kick' at work had me rethink the process, so I am now doing them in highpoly first. The process will be:
They don't catch light very well and lack overall form from a distance. The new ones will do these things in the end.
MOSHIN BLUR + LENZ FLAREZ!
srsly though... really love this
Keep it up adam!
Like this, only not nearly as concentrated or surface detailed. I tried to borrow most shapes in my stone from this picture. I may add the horizontal edges tonight or tomorrow, although I didn't like how that looked when I first attempted it.
Either way, moving on to finalizing and retopo.