Ah wow! Yes the light is a bit overblown, but i like it. It really gives the feeling of a super sunny and warm summer day.
The sky and the outside feels very empty in places. Maybe add some more trees that's further away to?
Some of the signs and little notes is a bit repetetive. I'm thinking of the red one and the greentooth photos. All the other notes and stuff looks and feels great!
I'm really looking forward for some breakdowns! Great colors and feel man!
I want to play this level ;D loving the details, it's a very charming environment for something that dirty and old. Want to learn about the crazy dude who lives there, it is begging to tell stories.
This is pretty much Porn for me, my pants are on their way down as i speak.
You've done a beautiful job of this, well done dude, great talent right there.
Amazing scene, but I think if you had more contrast between your lights and shadows it would do you a favor. To me, it just seems lots of areas are way more bright than they should be.
I'm not really liking the ground, why is the warehouse floor completely dirt? Get some texture blending going, make the floor concrete and then have the dirt building up along the edges of the walls and the pillars with a texture blend.
Looking really good! Awesome bed by the way. Though i feel that you have put all the details to the sides leaving it quite empty in the middle. I also agree with d1iver, add shelves or have some broken boxes lying around. Everything else is really sweet. Good Job!
thanks very much for all the crits guys. had these fixes done about a week ago, but just posting them now. (was busy getting my site up and running) i eventually did get around to addressing as many as i could.
kab: if it were for an actual game, the chain would probably just lod out if you were far away. :] sometimes you gotta spend the polys on details you think are worthwhile. though it is a bit ridiculous in this case. easily the highest poly asset in the entire scene.
LOOM: i got my primary monitor's settings to a more reasonable level and redid some of the lighting and post, hope the new stuff is more appealing :]
dragan, ajr: thanks much!
rasmus: is the tonemapper what gives Source it's amazing exposure based on what your looking at? i was really wishing i had something similar for this, but i did what i could. particle blobs are just an overlay in the image's PSD, though now that the newest UDK has bokeh DOF, i really want to get the effect running in realtime. :] problem is, i dont think my videocard is up to snuff. tried getting the effect running, no luck.
d1ver: hey bud, few other people said something similar. i scattered some broken shelving around on the ground, some more garbage, and some light fixtures hanging from the columns. hope the new stuff does something for ya
sltrOlsson: yeah, i know what you mean about the facade. there's little i can do with the time i have, sadly. its a valid point though. as for the red paper, there's a reason for it, though its a bit self-indulgent. i can live with the paper haters :]
kris, haidda, shimmer: thanks much :]
gamedev: i get where you're coming from with these, hopefully i addressed most of them. couldn't hit them all though, gotta move on to something else. i had mocked up the dirt fringe at one point, but there were too many clipping issues with surrounding assets and decals. Good solution though for this kind of problem, i'll be sure to put something like that in earlier for whatever scene i work on next.
NoChance: why's the floor completely dirt? take a look at the first reference photo. also, vertex masking for a simple effect like dirt running up a brick wall is a waste of resources. you just toss that shit in the diffuse map if it doesnt tile vertically, such as in this scene.
anyhow. thats that. im moving on, but if youve still got grievances, feel free to point them out. i'll carry the advice to the next scene.
Love it! The improvements you made are really significant. The light in some of the shots is still a bit too strong, but ti still works pretty well. I love the lens effects you have, although it looks as they are always there? They look great in all your shots except for the last one. It would be nice if you set up a lens flare and had those appear when you look at the light.
Everything else looks really good. Great job on this!
thanks guys. as promised earlier, here are some texture pages.
spec maps are greyscale, as I was packing them inside individial RGB channels to familiarize myself with how peeps save memory inside this engine. next thing i do i'll prob go back to coloured spec or invest some time in some nice vague cubemaps that deliver some nice colour.
and finally, here's a hefty 10mb timelapse that shows more or less the middle of the project, to just before the end of the project. i screwed up my cameras, so I couldnt take new shots for the final tweaks. It's still fun to watch though. :]
This has to be some of the best work ive ever seen. Very inspirational, I think the one thing that you've managed to nail that has really blown my mind is your ability to pull an entire environment together, each asset is amazing in its own right, but that fact youve pulled it all into one almost photo realistic environment is just amazing.
striff: i put together a few pics to give the gist of it. and ja, static meshes for light shafts. somebody mentioned earlier, and I agree with them, that the effect has some problems. wish i knew of a better way to achieve a localized haze in some areas.
if anyone else wants to know some junk about the scene, i'll do my best to answer
p442: lightshafts from the dominant directional light. i wish i'd taken the time to make a cool lens flare effect like mass effect 2's though. it could have added a lot to the scene.
scotthomer: hey thanks man, means a lot :]
dur23:
ajr2764: thanks!
cholden: :]
ferg: thanks much dude :] keep up your awesome stuff, i need the inspiration
StefanH: thanks for keeping an eye on it! glad to see it came through for ya
P442: np
fearian: :] thanks dude.
whats_true: the next one will be set inside an explosive barrel factory.
mixeh: ask and you'll receive. kind of. while making this, I realized how better served someone would be from a video tutorial. I kind of retrofitted my assets into this tutorial though, it's about an "intermediate" difficulty, if that means anything. Hope you and some other folks get something out of it.
i had to rush through this, so it's a bit messy and missing plenty of small but non-essential details.
I was watching your portfolio and saw the HP for the bed. I think it's really nice, can't you explain how you did it? Is it physics calculated or is it 100% sculpted? Or both?
popngear: it really is a great trick. :] picked it up from Riki. it can be used for any other greyscale mask keep in mind, so grey spec maps, or spec masks for cubemaps, height maps.
sltrOlsson: hey man, the blanket is physics calculated, mattress is sculpted. there were a few ace tutorials I read through online for architectural previs that I used to make the high poly. I'll dig them up from my bookmarks after I get home from work and post them and explain in a little more depth what worked and what didn't.
popngear: it really is a great trick. :] picked it up from Riki. it can be used for any other greyscale mask keep in mind, so grey spec maps, or spec masks for cubemaps, height maps.
sltrOlsson: hey man, the blanket is physics calculated, mattress is sculpted. there were a few ace tutorials I read through online for architectural previs that I used to make the high poly. I'll dig them up from my bookmarks after I get home from work and post them and explain in a little more depth what worked and what didn't.
After getting a hang of thin, neat blankets, I moved onto messing up the bed, adding a lot of folds and stuff. Mostly by picking it up and letting it go, raising the friction setting, grabbing the corners and throwing them over the main blanket. You'll definitely have to tweak the physics settings for the blanket to get it working the way you want, though.
Also, be sure to UV map your initial plane you'll be using for the cloth in case you want to project any textures later from the high poly.
Hey man I just want to say havent been a posting member on these forums since the Q3 mod days. But im back in school now and your stuff totes got me wanting to mess around with some game design. So im gunna snag the UDK sdk and start reading. Props on an awesome warehouse scene would totally love to frag some of my friends in there
Replies
The sky and the outside feels very empty in places. Maybe add some more trees that's further away to?
Some of the signs and little notes is a bit repetetive. I'm thinking of the red one and the greentooth photos. All the other notes and stuff looks and feels great!
I'm really looking forward for some breakdowns! Great colors and feel man!
Really good lookin!
- Add a grounding element where your grass and asphalt meet (moss or something similar in shade to help the transition)
- Dirt or rubbish mounds along the walls to also break up the wall to floor transition. Nothing extreme, just a dirt mound about 5-10 inches high.
- All of the paper / posted bits are too clean. They should be weathered and show some age
- And lastly, a silhouette suggestion, consider hanging some cloth or similar from the rafters to break up things.
Cheers!-Tyler
You've done a beautiful job of this, well done dude, great talent right there.
kab: if it were for an actual game, the chain would probably just lod out if you were far away. :] sometimes you gotta spend the polys on details you think are worthwhile. though it is a bit ridiculous in this case. easily the highest poly asset in the entire scene.
LOOM: i got my primary monitor's settings to a more reasonable level and redid some of the lighting and post, hope the new stuff is more appealing :]
dragan, ajr: thanks much!
rasmus: is the tonemapper what gives Source it's amazing exposure based on what your looking at? i was really wishing i had something similar for this, but i did what i could. particle blobs are just an overlay in the image's PSD, though now that the newest UDK has bokeh DOF, i really want to get the effect running in realtime. :] problem is, i dont think my videocard is up to snuff. tried getting the effect running, no luck.
d1ver: hey bud, few other people said something similar. i scattered some broken shelving around on the ground, some more garbage, and some light fixtures hanging from the columns. hope the new stuff does something for ya
sltrOlsson: yeah, i know what you mean about the facade. there's little i can do with the time i have, sadly. its a valid point though. as for the red paper, there's a reason for it, though its a bit self-indulgent. i can live with the paper haters :]
kris, haidda, shimmer: thanks much :]
gamedev: i get where you're coming from with these, hopefully i addressed most of them. couldn't hit them all though, gotta move on to something else. i had mocked up the dirt fringe at one point, but there were too many clipping issues with surrounding assets and decals. Good solution though for this kind of problem, i'll be sure to put something like that in earlier for whatever scene i work on next.
scott, aca, euclidius, trist, mkandersson: thanks!
NoChance: why's the floor completely dirt? take a look at the first reference photo. also, vertex masking for a simple effect like dirt running up a brick wall is a waste of resources. you just toss that shit in the diffuse map if it doesnt tile vertically, such as in this scene.
anyhow. thats that. im moving on, but if youve still got grievances, feel free to point them out. i'll carry the advice to the next scene.
Everything else looks really good. Great job on this!
spec maps are greyscale, as I was packing them inside individial RGB channels to familiarize myself with how peeps save memory inside this engine. next thing i do i'll prob go back to coloured spec or invest some time in some nice vague cubemaps that deliver some nice colour.
and finally, here's a hefty 10mb timelapse that shows more or less the middle of the project, to just before the end of the project. i screwed up my cameras, so I couldnt take new shots for the final tweaks. It's still fun to watch though. :]
Mad props yo.
if anyone else wants to know some junk about the scene, i'll do my best to answer
p442: lightshafts from the dominant directional light. i wish i'd taken the time to make a cool lens flare effect like mass effect 2's though. it could have added a lot to the scene.
scotthomer: hey thanks man, means a lot :]
dur23:
ajr2764: thanks!
ferg: thanks much dude :] keep up your awesome stuff, i need the inspiration
StefanH: thanks for keeping an eye on it! glad to see it came through for ya
P442: np
fearian: :] thanks dude.
whats_true: the next one will be set inside an explosive barrel factory.
mixeh: ask and you'll receive. kind of. while making this, I realized how better served someone would be from a video tutorial. I kind of retrofitted my assets into this tutorial though, it's about an "intermediate" difficulty, if that means anything. Hope you and some other folks get something out of it.
i had to rush through this, so it's a bit messy and missing plenty of small but non-essential details.
popngear: it really is a great trick. :] picked it up from Riki. it can be used for any other greyscale mask keep in mind, so grey spec maps, or spec masks for cubemaps, height maps.
sltrOlsson: hey man, the blanket is physics calculated, mattress is sculpted. there were a few ace tutorials I read through online for architectural previs that I used to make the high poly. I'll dig them up from my bookmarks after I get home from work and post them and explain in a little more depth what worked and what didn't.
Cool! Looking forward!
sltrOlsson:
for the blankets, i used these tutorials to get a hang of max's clothsim stuff.
http://surrealstructures.com/blog/?p=229
http://surrealstructures.com/blog/?p=315
After getting a hang of thin, neat blankets, I moved onto messing up the bed, adding a lot of folds and stuff. Mostly by picking it up and letting it go, raising the friction setting, grabbing the corners and throwing them over the main blanket. You'll definitely have to tweak the physics settings for the blanket to get it working the way you want, though.
Also, be sure to UV map your initial plane you'll be using for the cloth in case you want to project any textures later from the high poly.
http://wiki.polycount.com/CategoryEnvironmentFoliage