That is looking gorgeous man! Love the color scheme and lighting, the way you setup the fore, mid, and background is awesome as well, would love to beat up some baddies here.
lookin wicked man, I would tone down the intensity of the lightshafts though, they are becoming the new lens flare. as a subtle effect they are nice but right now its like "HEY LOOK AT ME IM LIGHTSHAFTS" everyone is using these and applying some restraint will make the scene feel more natural.
the art is looking great man, maybe try adding some minor reflection to the glass to get some aditional movement in the scene when the reflection slides over it.
From the looks of things, you got me taken over. It looks outstanding.
The thing that strikes me is the scenery where you come to the destroyed parts. The actual walking area gets so thin, that I can't just imagine a fight taking place there. It looks supercool, but it wouldn't work in an actual game of the desired genre, imo. I really think you could work on this part a bit.
As a flythrough it's amazing, as a "beatemup scene" it kinda fails to deliver as a believable area. Because I think whenever holes/gaps in the ground appear it gets kinda wonky with collision and believability (if that's a word) and whatnot: I mean, imagine some dudes and dudettes fighting on this totally wound up hexagon part walkway - they'd trip, get stuck and all sorts of thing. I think if you tone that part down and make it not too "swiss cheesy" it'll be 1000xtimes better.
Hope that makes sense in a way
Acumen: First thank you , I agree with the hole on part2 being too big, I'll try to arrange things there, I hope the final asset there will make it look okay thought.
cholden: Let's hope there's more challenge then because this isn't even final. Bring it on!:poly142:
PixelMasher: Thanks for the crit, yeah lightshaft in movement are a bit heavy. It looks less lensflare-like in still shots tho. Will think about it for final shots.
I think I will add some reflection to the glass, but I hope it wont become too busy with too much effects going on, bloom/refs/background traffic/building refs. Some very lightweight refmap then.
cdb-art: Thank you, yeah I tried to have a ton of parallax in the scene, that's also why I put the camera closer to the scene, to get a quicker parallax from foreground when moving, that and other reasons.
fearian: You will when I achieve a tiledshot with lightshafts on! :poly127: Background is very very very deadly simple, it's a rounded building with different shapes for each sides, rotated, instanced, scaled etc. Plus a set of air tunnels instanced all over the place. Gives good parallax too
All the others, thank you too Had a lot of fun reading the comments.
So, time for a weekly update, my tricount for the scene sits at 168k atm, which leave me like 6k margin for some final asset to conclude beaty shot number3, I tought of a classic cryo-chamber.
Around 2k tri a single base atm, AO and normal maps (1024*512) only in this pic:
Bolts placed with NDo :thumbup:
Edit: Pictures of near finished level, better quality than previous ones;
tbh if these were presented as high res renders on somewhere like CGTalk they'd be getting so much love - the fact that they're in-game grabs to boot = total win!
Fantastic work! You have gone to an exceptional level of detail ParoXum and I love the whole feel of the piece. A great mix of sci fi elements and decay. You've clearly put a hell of a lot into this challenge and it shows.
A well balanced and thought out design with great fore, mid and background elements for a cool sense of depth. I've hardly had any time to comment a lot in peoples threads, but I can see you didn't need as much critique as me, lol
I didnt think it was during the time I sleep. I just woke up and saw this! OMG. Can I haz special treatment since I finished about one day before deadline?:poly127:
If not, no problem, it's not gonna change my life whatsoever.:\
You posted your final in this thread BEFORE the finals thread was made, and then hit with a timezone conflict. Unless the people that run this site are completely batshit insane, there is no way you won't be considered.
If you guys don't allow this as a submission (given he posted here before the submission deadline), as casual as we're aiming to keep the PC comps here, there is seriously something wrong with the world.
Exceptional work, man. Like others have said, your work ethic is inspiring! You did a great job of keeping the scope of your asset library under control while still achieving a lot of visual variety. Very strong composition and lighting. Congrats!
Fucking sick! I especially like the area with the broken up walls and the pipes running into the background. You did a fantastic job playing with the depth here, and your lighting is top notch.
You wrote this at 7.55 AM in belgium.. Poor guy! I think the Submission Thread should be open 2 or 3 days before the deadline and maybe 30 minutes after for cases like Zack's. yeah.. next challenge will be better
But please consider THIS, Zack's and Bal's Entries.
Replies
the art is looking great man, maybe try adding some minor reflection to the glass to get some aditional movement in the scene when the reflection slides over it.
The thing that strikes me is the scenery where you come to the destroyed parts. The actual walking area gets so thin, that I can't just imagine a fight taking place there. It looks supercool, but it wouldn't work in an actual game of the desired genre, imo. I really think you could work on this part a bit.
As a flythrough it's amazing, as a "beatemup scene" it kinda fails to deliver as a believable area. Because I think whenever holes/gaps in the ground appear it gets kinda wonky with collision and believability (if that's a word) and whatnot: I mean, imagine some dudes and dudettes fighting on this totally wound up hexagon part walkway - they'd trip, get stuck and all sorts of thing. I think if you tone that part down and make it not too "swiss cheesy" it'll be 1000xtimes better.
Hope that makes sense in a way
cholden: Let's hope there's more challenge then because this isn't even final. Bring it on!:poly142:
PixelMasher: Thanks for the crit, yeah lightshaft in movement are a bit heavy. It looks less lensflare-like in still shots tho. Will think about it for final shots.
I think I will add some reflection to the glass, but I hope it wont become too busy with too much effects going on, bloom/refs/background traffic/building refs. Some very lightweight refmap then.
cdb-art: Thank you, yeah I tried to have a ton of parallax in the scene, that's also why I put the camera closer to the scene, to get a quicker parallax from foreground when moving, that and other reasons.
fearian: You will when I achieve a tiledshot with lightshafts on! :poly127: Background is very very very deadly simple, it's a rounded building with different shapes for each sides, rotated, instanced, scaled etc. Plus a set of air tunnels instanced all over the place. Gives good parallax too
All the others, thank you too Had a lot of fun reading the comments.
So, time for a weekly update, my tricount for the scene sits at 168k atm, which leave me like 6k margin for some final asset to conclude beaty shot number3, I tought of a classic cryo-chamber.
Around 2k tri a single base atm, AO and normal maps (1024*512) only in this pic:
Bolts placed with NDo :thumbup:
Edit: Pictures of near finished level, better quality than previous ones;
Lee3dee, cholden made a tutorial that covers lightshaft setup I think:
http://www.chrisholden.net/tutor/ot_docs_02_setup02.htm
Great job!
Congrats - looks bloody amazing.
Someone get this man a job.
As snake85027 says, it will be cool to have some videos.
I will do a video in 1080p again, with the final shots
I didn't work much more on it since. Almost calling it done now (I have no more texture space left neither!).
Watch in HD (1080p if your computer can handle it):
[ame]http://www.youtube.com/watch?v=Y87rqvfZlFg[/ame]
Here's my final shots, I dont know how much beauty shots needed for this challenge, so I'll post all four at the moment:
And here's my texture sheet, a bit less than 2048*4096 pixels used(half size here):
The whole level is 172,000 -ish triangles, minus the editor camera.
Map and package for 60Mb.
I think that's it Soon to be on my portfolio !
A well balanced and thought out design with great fore, mid and background elements for a cool sense of depth. I've hardly had any time to comment a lot in peoples threads, but I can see you didn't need as much critique as me, lol
Congrats on a completing a really cool scene!
Impressive Work
Really like the lightning
Great texture
Good Luck
If not, no problem, it's not gonna change my life whatsoever.:\
Thanks guys for all the great replies.
Looks freaking sweet either way though! Congrats!
If you guys don't allow this as a submission (given he posted here before the submission deadline), as casual as we're aiming to keep the PC comps here, there is seriously something wrong with the world.
Just sayin'.
And Zack, you and me are in that same boat, I hope they will understand.
You wrote this at 7.55 AM in belgium.. Poor guy! I think the Submission Thread should be open 2 or 3 days before the deadline and maybe 30 minutes after for cases like Zack's. yeah.. next challenge will be better
But please consider THIS, Zack's and Bal's Entries.
@ParoXum - Nice work man.
http://www.polycount.com/forum/showpost.php?p=1219199&postcount=59