Hey guys, I had to jump off my ork trukk project for a while to do an environment project for a uni deadline, it's been a bit of a rush job and I won't have it finished for hand in, but I'll come back to it afterwards anyway. Can't show it in too much glory yet as the diffuse and specular are plain grey as placeholder.
The piece itself I'm aiming towards a typical fantasy setting, a brooding dungeon, inspiration from the sorts of diablo, torchlight, and wow. This would be just a connecting hallway filled with numerous packs of enemies like some disgruntled dwarven arsebags. Scene is constructed in a modular fashion so as to be used throughout the said dungeon. Diffuse, not complete yet will be very grey, I intend the lighting to set the colour and atmosphere, another modular factor so different sections of the dungeon could have different coloured themes.
Anyone have any first impressions or opinions, would appreciate your eye.
Cheers
Replies
could use a character in the scene for scale reference -
@Peris - Specular is plain grey at the moment, just to check the normals were correctly displayed, gonna work on them asap
Thanks
Looking forward to more updates!
EDIT: Aww you posted right before me. Half of my comments are irrelevant now!
At first glance, something about the scale of the hanging lights seems off. I can't really put my finger on it, maybe somebody else will feel the same way and be able to elaborate.
Looking forward to seeing this fully textured
On the lights, had to rush the design of them, so didn't really come out how I hoped, incidentally they are KAssets in the scene and swing around if knocked around (for fun more than anything else). I think the reason why they are so far down was so I could slightly highlight the faces on the pillars with the orange light without having to increase the light radius and over illuminating the ceiling rocks, think I might play around with the scale and hang distance later.
Like Peris said they seem a bit plastic-y
about the scale though I'm pretty sure what's throwing it off is the lanterns hanging down... the chains seem a bit burly, as well as the armatures that connect the base of the lamps to where the chains connect... I think it would work better with a thinner chain...
ON a good track here - digging the scene as whole!
cheers -
ADM
Yeah, and a wireframe of the columns, I'm curious as to wether you've twisted the topology along with the details or not.
agree that the lgreen is way too saturated, where is it coming from, i would tone it down by maybe half and give the textures a greenish moldy tinge
I'm guessing you have the light about halfway up the chain to get a nicer look, but it's not working:
- The fires are below the face, but the faces are lit from above (check eyesocket and forehead).
- the top of the arches is lighter then the faces, even though it's further away
Personally i think the light's fallof should be softer.
Performancewise, is it possible to have the fires be connected with real time lighting? would work nicer with the lights being kinematic.