Wow man, wow. Loving it! All it needs is some nicer billboards, I usually prefer it if games try not to have actual photographs in them, as they tend to not blend so well with the stylized(always to some extent) nature of game worlds/characters. Loving the new use of color.
Also, Cool Boys Lounge - I think everyone that has a Spotify account knows you stole that from Peris
This is turned out really awesome man, fantastic work! You did everything right, this is a great environment to explore in a game, all the areas are very readable, I like the big blocks of color and huge letters to guide you around. A well designed environment that looks like it can serve great as an actual level, this is really the thing that's going to make your portfolio stand out from the rest, take note environment artists!
If I have to critique something it's that some of the textures and materials could use some polish, but nothing major, and also the area could use some unique props here and there to really bring it alive. But still, very awesome environment, especially for doing it all by yourself .
Great job on this. Really impressive work. I love the solid block colours and how you've chosen to lay them out in the room. The hints of foliage here and there also adds a lot and gives the whole scene a really nice feel.
Amazing work, I've been watching this thread from the beginning and the environment has really come to life. I really didnt expect the latest progress, it pushed the environment to a whole new level.
nice work dude, i remember battling it out with you in game-artist texturing comps and you always coming up trumps. Shows how you dont need super-detail to make a kick-ass scene.
very nice
one tiny crit-
dont make the glowing signs flat colour...add in some hint of the lighting behind it...always looks cooler IMO if not that realistic for the future
very nice
one tiny crit-
dont make the glowing signs flat colour...add in some hint of the lighting behind it...always looks cooler IMO if not that realistic for the future
Hmm Just had an idea. I tried doing that with static emissive lighting but then lightmass started to take forever to run. I'll try to fake a back lit effect using an unlit alpha texture, let's see if works
I'll do a final iteration before wrapping this up so please let me know what bothers you.
Things I'll change:
- Adverts
- Make the text look back lit
- Add a simple backdrop
- Try to get a few unique elements here and there
- Tone down the lighting on the big room just a little bit (looks a bit overbright in some places)
Since the last update I began to rework the lighting from scratch. I also made a skydome and started work on the outdoor area (which is gonna look awesome with this new color scheme I think). Lemme know what you guys think!
(Please bear in mind that the above lighting was baked on "medium" quality setting, hence all the seams and blotches).
Oh wow I thought you finished this a while back. The more work you put into it the more amazing it turns out. Im really digging the latest direction of the lighting and nice atmosphere overall. Looks like a environment I would want to explore.
to be honest i don't really fancy the new lighting. all those very saturated colors and superbright lights make the scene really busy and unpleasant to look at.
loved the lighting in http://www.polycount.com/forum/showpost.php?p=1197347&postcount=81 those shots.
the latest update almost feels like a carnival.
i really like the carpet material though (i hope its carpet )
I think you have too many neon light blue bars on the sides of the floors. Maybe alternate them or make them less intense because my eyes keep getting drawn to them and not to the main parts of the piece.
Dunno man. I think I'm with divi on this one - sometimes less is more. I feel that the shots you posted on 31st of August were perfect and offered a great balance of colors.
Carry on of course; I would love to see if you can take it even further. But for gods sake, keep a backup :poly142:
to be honest i don't really fancy the new lighting. all those very saturated colors and superbright lights make the scene really busy and unpleasant to look at.
loved the lighting in http://www.polycount.com/forum/showpost.php?p=1197347&postcount=81 those shots.
the latest update almost feels like a carnival.
i really like the carpet material though (i hope its carpet )
Gonna have to quote this. The random red light on the floor, the white bright light strips on the walls, its all too much! I do tend to dislike using many bright lights that 'glow'.
I'm going to chime in and say that the blue lighting isn't really working for me either. The problem I'm having with it is the fact that the dominant lighting doesn't match the lighting in the rest of the scene. It leaves you at sorts on what exactly the theme is intended to be there.
What I look at is the floor with the runner lights. They shoot out hot colors while the big blue lights and skydome throw a strong cool color on everything. Then you look up at the hallway lighting and it's completely desaturated and mostly works off of the light being pitched around off of the colored panels. Huge disparity there.
The other thing that I just picked up is that you have these red strip lights high up on the column and on the skylight. They seem to be pitching this red wash on surrounding areas. I'm not crazy about them either, it just seems like it's all on the wrong context and the color clashes with the exterior skydome.
this is the last time I spam this thread I swear!!!1
Most people hated the previous lighting scheme so I decided to go back to the scene roots. I'm finally satisfied with the lighting and this is the one that I'll settle for.
Now onto the outside area and finishing touches and I can finally wrap up this environment and go work on something else!
Lighting looks better. Really I'd recommend desaturating your skydome by a small amount. There's something about it that doesn't appear natural to the eye, and that's sorta what drives me nuts about HDR lit skies. They brighter they are, the more saturation pours into the lighting.
Generally when you perceive outdoor lighting from inside, things appear a little washed out. That's my thought on it so far. Everything else looks great though.
i remember seeing somewhere your texturing process for this, so i wont ask for that. but what im really interested in is your planning for this. your references, asset lists, design concepts for layout, etc.
Id love to see a video of you creating one of those panels from start to finish, Did you make the normals with NDO or bake them out from a high poly i saw you said earlier you made the texture sheet 1st so i can only assume NDO, or something alike. I feel it would be quite educational to watch. I'm not asking for a spoken tutorial or anything like that just a screen recording. I understand if you dont wanna do it though the information youve given already is very informative. I would just like to see it.
Id love to see a video of you creating one of those panels from start to finish, Did you make the normals with NDO or bake them out from a high poly i saw you said earlier you made the texture sheet 1st so i can only assume NDO, or something alike. I feel it would be quite educational to watch. I'm not asking for a spoken tutorial or anything like that just a screen recording. I understand if you dont wanna do it though the information youve given already is very informative. I would just like to see it.
Replies
Also, Cool Boys Lounge - I think everyone that has a Spotify account knows you stole that from Peris
Some hi-res goodness:
I dont think they look so horrible but just some variants could be better , anyway very beautifull work .
If I have to critique something it's that some of the textures and materials could use some polish, but nothing major, and also the area could use some unique props here and there to really bring it alive. But still, very awesome environment, especially for doing it all by yourself .
Very nice!
one tiny crit-
dont make the glowing signs flat colour...add in some hint of the lighting behind it...always looks cooler IMO if not that realistic for the future
like-
and maybe back lit cool aswell
Hmm Just had an idea. I tried doing that with static emissive lighting but then lightmass started to take forever to run. I'll try to fake a back lit effect using an unlit alpha texture, let's see if works
I'll do a final iteration before wrapping this up so please let me know what bothers you.
Things I'll change:
- Adverts
- Make the text look back lit
- Add a simple backdrop
- Try to get a few unique elements here and there
- Tone down the lighting on the big room just a little bit (looks a bit overbright in some places)
Great work!
I love the light colors and the overall design and execution
Since the last update I began to rework the lighting from scratch. I also made a skydome and started work on the outdoor area (which is gonna look awesome with this new color scheme I think). Lemme know what you guys think!
(Please bear in mind that the above lighting was baked on "medium" quality setting, hence all the seams and blotches).
I love the piece overall, the theme is one of my favorites and you pulled it off brilliantly!
Another update:
loved the lighting in http://www.polycount.com/forum/showpost.php?p=1197347&postcount=81 those shots.
the latest update almost feels like a carnival.
i really like the carpet material though (i hope its carpet )
Carry on of course; I would love to see if you can take it even further. But for gods sake, keep a backup :poly142:
Gonna have to quote this. The random red light on the floor, the white bright light strips on the walls, its all too much! I do tend to dislike using many bright lights that 'glow'.
What I look at is the floor with the runner lights. They shoot out hot colors while the big blue lights and skydome throw a strong cool color on everything. Then you look up at the hallway lighting and it's completely desaturated and mostly works off of the light being pitched around off of the colored panels. Huge disparity there.
The other thing that I just picked up is that you have these red strip lights high up on the column and on the skylight. They seem to be pitching this red wash on surrounding areas. I'm not crazy about them either, it just seems like it's all on the wrong context and the color clashes with the exterior skydome.
The environments themselves are still as kick-ass as ever before, I'd just suggest going back to the roots with the lighting.
And the Skydome I made:
Thanks everyone for the feedback so far!
Most people hated the previous lighting scheme so I decided to go back to the scene roots. I'm finally satisfied with the lighting and this is the one that I'll settle for.
Now onto the outside area and finishing touches and I can finally wrap up this environment and go work on something else!
Generally when you perceive outdoor lighting from inside, things appear a little washed out. That's my thought on it so far. Everything else looks great though.
I'm currently working on a large tutorial covering everything about the making of this environment.
I've got a lot written but I feel like I might be missing something, so I'd like to know if there's any specific topics you guys want to see covered.
Thanks!
are these down for anyone else?
I'm an idiot and deleted those files from the FTP by mistake. You can check the first page for the final pics.
@jordan: I think Oniram is refering to anotehr tutorial I wrote that briefly mentions my texture creation workflow: http://thiagoklafke.com/makingofdmzest.html
and, Thanks for the tutorial!.:)
The panels were baked from a simple hipoly mesh, there's nothing special about them really. Did you check out the making of tutorial on http://thiagoklafke.com/modularenvironments.html ?
There's an screenshot of one of the hipoly meshes used to bake textures at the bottom of the tutorial:
Hope that helps!