Really cool style, I like it. It'd be cool to see some more visual interest in the center of the room, maybe some kind of story told that way. What time period is this set in? It might be cool to have some band equipment on stage or the like. Also, the chandelier is a little hard to see, maybe it could be scaled up or its tones more saturated or otherwise made to stand out.
It's very repetitive - all the elements along the side are obvious instances of each other... vary the textures a bit, make the paintings different, make the emblem every other balcony, add decals here and there, etc. The curtains you should probably model a couple versions of, some closed, some opened in different ways to break up the repetition also.
As for the lighting, I feel the yellow really washes out your colors - it feels like a very vibrant place, but the oversaturated yellow dulls it down. Also, the skybox outside clashes a bit - my gut preference would put it at night, but it could also be nice if you brighten it up and get some god rays streaming in
You've also got a hole in the geo in the third picture.
Great work though - really captured an elegant feel
Really cool style, I like it. It'd be cool to see some more visual interest in the center of the room, maybe some kind of story told that way. What time period is this set in? It might be cool to have some band equipment on stage or the like. Also, the chandelier is a little hard to see, maybe it could be scaled up or its tones more saturated or otherwise made to stand out.
The time period is 18 century ballroom.
The level is for a dancegame. So i don't think i can put alot of probs in the centre.
But maybe i can decorate the sides?
It's very repetitive - all the elements along the side are obvious instances of each other... vary the textures a bit, make the paintings different, make the emblem every other balcony, add decals here and there, etc. The curtains you should probably model a couple versions of, some closed, some opened in different ways to break up the repetition also.
As for the lighting, I feel the yellow really washes out your colors - it feels like a very vibrant place, but the oversaturated yellow dulls it down. Also, the skybox outside clashes a bit - my gut preference would put it at night, but it could also be nice if you brighten it up and get some god rays streaming in
You've also got a hole in the geo in the third picture.
Great work though - really captured an elegant feel
Your right about the repetitive of the level. But i don't know what i can do about it. Because I want to keep it ellegant. So i don't want to put some curtains down. It would seem a bit odd in a "perfect" ballroom. So what do you suggest to break the rep but keep the clean elegant look.
I can expirement some more with some different light settings. I will post some updates.
and the third image has a very hi speclevel. So it's all white :P
I think there's a lot you can do with the lighting in this area, you could start by turning down the oranges and introducing the blue hue coming from the windows which could also cast some more interesting shadows on the ball floor.
The level is for a dancegame. So i don't think i can put alot of probs in the centre.
But maybe i can decorate the sides?
I will see what i can do with the chandelier.
Yeah you could decorate the sides, there're always those chairs for people to rest in, maybe you could even add a long table with a fancy cloth and a bunch of covered dishes and silverware for hors d'oevres and drinks. I still think it would be cool to open up the stage and put the orchestral equipment up there - chairs, music stands, perhaps a few instruments even.
Could just be me, but I love the curtain at the end, was that sculpted or simulated?
Yes, I'm surprised how nice they turened out. It's just a simple plane with only verticle edges. No simulations or sculpting only a noise filter that only effects the Y axis. And I put in one horizontal edge to give it the drape effect at the end. But the dynamic lights really make it look good.
Definitely stands out much more now but I think it could do with a bit more of a sparkle that you would expect from the glass like this http://i.ytimg.com/vi/w96tPL29J0Q/0.jpg try adding more contrast to the specular, that should give you the sparkle.
This is a really nice scene. I preferred the previous lighting setup though.
I agree with you that breaking up the repetition would take away from the ambience of the room, as the style and elegance of architecture like this comes from repetition. If you wanted to add variety I wouldn't change the existing elements but add further little touches.
Small paintings between the lamps would add a variety of different colour touches along the wall. As a suggestion in keeping with your theme, character portraits in ovular frames would suit it I think.
Jocose's video is perfect for so many reasons. For me most importantly though is the contrast in the lighting - the dark blues/purples in the sky really help make the interior pop more, and I think by having your scene with such heavy pinks it kinda kills that. Even if you want it to be more of a daytime or early evening scene, make some changes to the interior so there's contrast.
I really like what you've done so far, Luck6. Very nice work indeed.
If it's a school dance, you could probably get some more varied detail and colour going in there with some decorations that have been hung up especially - maybe some bunting or streamers, an inexpertly painted hanging banner, balloons, streamers. That kinda stuff.
Jocose's video is perfect for so many reasons. For me most importantly though is the contrast in the lighting - the dark blues/purples in the sky really help make the interior pop more, and I think by having your scene with such heavy pinks it kinda kills that. Even if you want it to be more of a daytime or early evening scene, make some changes to the interior so there's contrast.
I tried to give the scene more contrast by giving the chandeliers a smaller radius. But big pieces where left in the dark. So the room needs a bright chandelier to brighten up the place. I also don't know if introducing a new color to my pallet is a way to make more contrast.
Get some reflection on that wood top open this space up!
aye looks perfect for some oldskool reflection mapping (ie alpha floor and flipped geometry.... this method can provide lovely results as you can stylise the underside geometry to just provide vague shapes and push values such as brightness and even blur the reflections somewhat with clever use of alpha and textures so that say the props and pillar bases can be nice and sharpe while the roof can be nicely blurred
Wow! Nice, I would really like to have closer look at the chandelier and how u did the textures for them. Nice scene! Really great to see something like this here.
Yeah, agreed with Mind. I saw you were trying to try out the contrasty route luck6, but I think it would've needed more push in certain directions. It could be done, just would take some tweaking. Of all the images you've posted thus far I think the one Mind quoted is best.
Also seconding what Jackablade said about bunting, streamers, and an inexpertly painted banner.
Wow! Nice, I would really like to have closer look at the chandelier and how u did the textures for them. Nice scene! Really great to see something like this here.
Those chandaleirs looks way better up close, you may consider scaling up the material so it reads better from the floor, particularly the bottom portions, the lower hemispheres just look like spheres from far away.
The wood looks a bit tiled, maybe use checkerboard tile flooring like in your reference photos? Right now the only wood in the scene is the flooring and it looks a tad out of place. The bloom also seems a bit high.
Like the scene, Your tapestry work is really selling it. Come to think of it you could throw more tris at the tapestries on the side, round them out and add some depth, they're a bit flat right now.
Awesome, it's coming along nicely. I think you may want to get some ambient occlusion near the bottom of the pillars where they meet the ground, as it looks a little empty with no shading. If you're doing Lightmass bakes, you should be able to get something nice by just going into World Properties and checking on "Use Ambient Occlusion" under the Lightmass rollout.
the cubemap has been set under emisive
i think it overpowers the shadows
but i have a question
is there a way to freeze a cubemap from moving?
because my cubemap is great with reflecting all the collums
but when i move, the whole cubemap moves
so all the colums are miss alligned.
And also i was wondering.
If it's posible to increase the resolution of a object lightmass?
just like surface resolution on building blocks
that lighting looks so much better then before
Are you just lighting with emissive? cause there are no shadows to ground those columns
lookin good though keep it up
the cubemap has been set under emisive
i think it overpowers the shadows
but i have a question
is there a way to freeze a cubemap from moving?
because my cubemap is great with reflecting all the collums
but when i move, the whole cubemap moves
so all the colums are miss alligned.
And also i was wondering.
If it's posible to increase the resolution of a object lightmass?
just like surface resolution on building blocks
if you follow my suggestion and add the bottom section of the map flipped underneath the floor (alphad out as it goes up/down) then add four sections of the cube map to a flipped skydome... you should be able to get somethinkg much more similar to the image (flipped characters and props to can be done) also adding some refraction to the floor an a normal map can stop the image being too perfect
if you follow my suggestion and add the bottom section of the map flipped underneath the floor (alphad out as it goes up/down) then add four sections of the cube map to a flipped skydome... you should be able to get somethinkg much more similar to the image (flipped characters and props to can be done) also adding some refraction to the floor an a normal map can stop the image being too perfect
Do you mean duplicating the whole level underneath, so you play the level with dubble the amount of polys?
Do you mean duplicating the whole level underneath, so you play the level with dubble the amount of polys?
or just a way to create a better cubemap.
YOu shouldn't need to duplicate the entire map for Shep's technique. GIven that the floor doesn't have a mirror finish, you should be fine to just have the geometry that's close to the surface of the floor that then fades out with vertex alpha. That's how I'd deal with it anyway.
YOu shouldn't need to duplicate the entire map for Shep's technique. GIven that the floor doesn't have a mirror finish, you should be fine to just have the geometry that's close to the surface of the floor that then fades out with vertex alpha. That's how I'd deal with it anyway.
bang on then just a kindoff box or dome with a blurry version of the roof/walls behind that
Replies
As for the lighting, I feel the yellow really washes out your colors - it feels like a very vibrant place, but the oversaturated yellow dulls it down. Also, the skybox outside clashes a bit - my gut preference would put it at night, but it could also be nice if you brighten it up and get some god rays streaming in
You've also got a hole in the geo in the third picture.
Great work though - really captured an elegant feel
The time period is 18 century ballroom.
The level is for a dancegame. So i don't think i can put alot of probs in the centre.
But maybe i can decorate the sides?
I will see what i can do with the chandelier.
Your right about the repetitive of the level. But i don't know what i can do about it. Because I want to keep it ellegant. So i don't want to put some curtains down. It would seem a bit odd in a "perfect" ballroom. So what do you suggest to break the rep but keep the clean elegant look.
I can expirement some more with some different light settings. I will post some updates.
and the third image has a very hi speclevel. So it's all white :P
Yeah you could decorate the sides, there're always those chairs for people to rest in, maybe you could even add a long table with a fancy cloth and a bunch of covered dishes and silverware for hors d'oevres and drinks. I still think it would be cool to open up the stage and put the orchestral equipment up there - chairs, music stands, perhaps a few instruments even.
Yes, I'm surprised how nice they turened out. It's just a simple plane with only verticle edges. No simulations or sculpting only a noise filter that only effects the Y axis. And I put in one horizontal edge to give it the drape effect at the end. But the dynamic lights really make it look good.
Well done man
Good job!
It seems that the cristals didn't had any spec.
So now they will stand out:P.
Maybe a little to much?
anyways i found some holes in the roof i need to fix
more detail on the lighting tweeking coming up
don't know about the light settings
chandalier seems dope though
what do you guys think?
I agree with you that breaking up the repetition would take away from the ambience of the room, as the style and elegance of architecture like this comes from repetition. If you wanted to add variety I wouldn't change the existing elements but add further little touches.
Small paintings between the lamps would add a variety of different colour touches along the wall. As a suggestion in keeping with your theme, character portraits in ovular frames would suit it I think.
If it's a school dance, you could probably get some more varied detail and colour going in there with some decorations that have been hung up especially - maybe some bunting or streamers, an inexpertly painted hanging banner, balloons, streamers. That kinda stuff.
Reeeally reminds me of the opera house in the last season of Battlestar Galactica Thought it was that until i read what you wrote!
I tried to give the scene more contrast by giving the chandeliers a smaller radius. But big pieces where left in the dark. So the room needs a bright chandelier to brighten up the place. I also don't know if introducing a new color to my pallet is a way to make more contrast.
Fote 1
Everyone who thinks the purple/blue scene with high contrast is the way to go.
Fote 2
aye looks perfect for some oldskool reflection mapping (ie alpha floor and flipped geometry.... this method can provide lovely results as you can stylise the underside geometry to just provide vague shapes and push values such as brightness and even blur the reflections somewhat with clever use of alpha and textures so that say the props and pillar bases can be nice and sharpe while the roof can be nicely blurred
like this
This lighting is so much better!!
Yeah, agreed with Mind. I saw you were trying to try out the contrasty route luck6, but I think it would've needed more push in certain directions. It could be done, just would take some tweaking. Of all the images you've posted thus far I think the one Mind quoted is best.
Also seconding what Jackablade said about bunting, streamers, and an inexpertly painted banner.
I tried to get the settings from the image.
And added the cubemap.
this is the result atm.
here you go
The wood looks a bit tiled, maybe use checkerboard tile flooring like in your reference photos? Right now the only wood in the scene is the flooring and it looks a tad out of place. The bloom also seems a bit high.
Like the scene, Your tapestry work is really selling it. Come to think of it you could throw more tris at the tapestries on the side, round them out and add some depth, they're a bit flat right now.
the cubemap has been set under emisive
i think it overpowers the shadows
but i have a question
is there a way to freeze a cubemap from moving?
because my cubemap is great with reflecting all the collums
but when i move, the whole cubemap moves
so all the colums are miss alligned.
And also i was wondering.
If it's posible to increase the resolution of a object lightmass?
just like surface resolution on building blocks
Are you just lighting with emissive? cause there are no shadows to ground those columns
lookin good though keep it up
if you follow my suggestion and add the bottom section of the map flipped underneath the floor (alphad out as it goes up/down) then add four sections of the cube map to a flipped skydome... you should be able to get somethinkg much more similar to the image (flipped characters and props to can be done) also adding some refraction to the floor an a normal map can stop the image being too perfect
Do you mean duplicating the whole level underneath, so you play the level with dubble the amount of polys?
or just a way to create a better cubemap.
I think this can help.
http://gearsforums.epicgames.com/showthread.php?t=733910
bang on then just a kindoff box or dome with a blurry version of the roof/walls behind that