Here is a scene ive been working on for a little while now.
based off of
i know i strayed from the concept one the crane and upper walls.
The gray is just blockout, crates are placeholders.
I could really use some solid advise on improving it, and pushing it alot further
Replies
The concept has wires and tubes sagging all over the place with a gnarly lookin claw on the end. Your version looks a little smaller.. like a jumbo crane game :x
Thats the biggest thing ive noticed besides the unfinished pieces.. overall i think you are doin a damn good job hitting it close to the concept
Only other real crit would be to thicken up a lot of the rails/ladders/brackets over the windows and stuff, a lot of yours is coming off as a TINY bit thin.
plus u can add a control station
I agree that the arm should be beefed up alot, and tilted to a dramatic angle like in the concept, it's a bit boring facing straight down at the moment.
Are you going to copy the tunnel lighting? it's gonna give nice patches of light and shadow one after another, it will hide the deep end of the tunnel, giving it a nice background fade effect inside.
I'll say what i think the scene needs to have, which is:
-Depth of Field and some Heightfog, espically for this scene, it looks like it has an orange tinted fog atmosphere, it'll also add more depth to your level.
-Scene desaturation, the benchmark is usually 0.250, but i think 0.100 would do nicely if you havent already done it, mainly because the orange is a bit strong, and it's more desaturated in the concept, but that's up to you .
Loving it though, can't wait to see more screenshots!
One other thing is the vent slats should run parallel to the rail. It's a nitpick I know but I feel it give the scene more motion down the rail.
anyway just my 2c.
- IH
your right the railcar is forward more then the concept goodcall i will change, when i model it properly, also what do you mean the vent slats, can u clearify.
Biggest thing I see right now is if you move your cart forward it will look tiny. If you move the camera forward you will lose the window on the right. The room itself has the proportions off. I would address that first and the rest will fall into place a bit easier.
Right now the tunnel entrance looks tiny as well compared to the concept. I think the camera FOV on the concept is higher then yours and this means your room is even longer yet.
One thing that helps is to grab a gray model screengrab with wires on and drop it into PS at about 50% opacity over the concept and see how things are lining up or sizing up.
The vent I outlined in red. You have the vent openings (small black holes) running perpendicular to the track instead of parallel and it breaks the flow. One other thing. You have 4 of them in your scene which should tell you again the room is too long.
I outlined in yellow some of the major lines in the room you should try to match first before moving on. Now in a production environment this may not matter as design has control here usually. In this case though you should try to match the concept exact.
good start. keep at it.
- IH
i worked on proportions the day of the first crits, tried to fix some of them
my main issue at the moment is the the width of the scene in comparison to the concept imo. mines quite a bit more stretched, next would be the tunnel entrance sizing and boldness, then the supporting pillar on the lefts shape is far off, this stuff my eye caught.
any crits more crits would be excellent...
Thoughts on the rail car, i found a better version of the concept art for rail car done by the same artist. id like to keep the rail car on a 1024 map, but im a little scared at the amount of surface area with intricate details, and losing quality on that size of a map. so i was thinking i should decal the main deck, and try to isolate reuse as much detail as possible. sound like a plan?