Over the summer I have been working on a project for an independent study for school. I finally 'completed' it and turned it in for credit. However, I want to show it off and get some helpful criticism.
One thing I am worried about, is that they are incredibly dark. The screenshots are darker than how it looks in UDK. I'm also worried that it looks too monotone. Anyways, I am proud to be able to finally post some of my own work on here.
The floor and walls are BSP. Everything else is a mesh. If I can find a good spot to upload it, I have a video fly through. Anyone have any suggestions?
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Adding (or using!) coloured spec to everything could also help. You could differentiate materials more, give an oily sheen to some surfaces, colour the cracks differently (more brown?) to the rest, which you could give a slight blue tint. Stone may appear to be mostly grey, but things like this can really help sell something. Differentiate between the different types and treatments of stone in your scene! Even if in your mind there's only one type of stone used in there, the tiles will still have been treated much differently from the Obelisk, which itself will be different from the relatively untouched cave-walls etc.
MightyPea - These aren't supposed to be naturally occurring crystals. More like they were found and worked into gemstone type cuts. I will get some closer up images for the next batch. I'm working more in differentiating the materials.
After I am happy with the changes I will post some more images. Hopefully today.
Lastly, a close-up of some of the crystal lamps.
I originally planned for a more faceted stone, but was never able to get it to look right. I will try to make a new version of the crystals in the next couple days.
I think I finally got a decent handle on the lighting in the stairway room. I also toned down the bloom effect. It was waaaaay too much before.
edit: I think its mainly the AO, lots of thick black shadows in between very mesh.