I've been working on this scene for a couple of weeks now and thought it was far enough to post some WIPs. I'm a huge fan of the Walking Dead AMC series (not so much the comic actually) and so inspiration was heavily drawn from the hospital scene in episode one. I'm still quite a ways off from completion as there is really no rubble, bullet casings, or damage anywhere but I'll be layering that on slowly after all the main pieces are completed. Props are also slowly coming along to make it look like it was once a fully functional hospital. And, of course, blooooooood. Everyone loves blood right? Vampires are so in.
Update:
here's the latest just so it's easier to see on the front page
So, I finally got back into this scene last week after taking a bit of a break from 3D. I've got 2 or 3 more props to finish, as well as doing the ceiling damage/associated rubble. To be honest I'm kind of tired of looking at this scene since it's been simmering for so long. I'm gonna call it a wrap and hopefully have this finished in the next few days. Hopefully I did the series good
Thanks for lookin
Replies
It might be another thing altogether, like the bottom part of the wall being a bit high.
LRoy - thanks, that's what i was going for
leilei - now that I look at it again, the doorknob does look too low. When I was placing it, I was basing it off of how high my apartment door handle was, and since it was by my hip, I placed it to a similar area of where a 96uu character would be. But yeah I definitely agree, something that I should adjust. Thanks for the good eye.
Cant wait until I see some chaos, blood and dead bodies!
Thanks for posting! Lovely sense of atmosphere so early on, well done. Taking notes here and looking forward to future updates.
great work anyway, cant wait to see where you take it!
I too had to do a double lookover cause I thought they were references. Good job.
If I had to critique something, its that your lighting probably needs more ambient bounce lighting. It seems really dark. It was day time when he wondered out, and some natural lighting filtering in from an opened door or a random window would give you some more interesting colors and lights to contrast against the darkness, it might help tell the story of the scene a little more too.
Will be watching
However I do agree with Mark. Might want to look at brightening it up in the darks. Or you could look into getting slightly greener/yellow in those lights.
Mark - I had been playing with the amount of bounce (I think it's limited to a single bounce now, when the default was 3) and kept going back and forth with how much to let in. I will have to give a proper lighting pass once everything is in with all the props but I was thinking what I would do to imply daylight is have light seeping in from underneath the room doors. It would be great if I could have a couple doors open and have more light bleed in that way but with the timeline I want to complete this, it's not realistic for me to to have to model a bunch of extra props that then goes into a hospital room as well Actually, I was thinking of creating an elevator shaft with the doors stuck slightly open, exposing the shaft itself with some flickering lights. Scope wise it seems pretty manageable and I can use some cool light to contrast. Some smeared blood or something trailing into it to tell a bit of a story might be nice too.
This shot is really really great :
http://novuscom.net/~chiyo.lai/hospital/03.jpg
The reflection on the ground, the composition, etc it's just rad !
Great idea for the lighting !
Because for now, as Mark said, there is something missing in the lighting but with some doors opened and light coming from the inside of the rooms it'll be better
Can't wait to see more of this project !
Looking forward for updates!
sltrOlsson, i was planning yeah on a mixture of debris 3d meshes and yep flat geo card decals and the decal actor
tavor - Instead of using point lights, i set the florescent meshes to emit light into the scene. IIRC, emissive based lighting is calculated using area lights which is responsible for the falloff.
One thing that sticks out like a sore thumb to me though is the computer blue screen in the first pic. To me it looks like you cut and paste it on there, post.
Other then that one thing, two thumbs up!
anyways I love what you have going on. Fantastic work!
Walrus, good suggestion, I am going to smooth that out the final images. Thanks for pointing it out.
For people who have been asking about the film grain, it is a default realtime screen post process that the UDK comes with located in the UberPostProcess node (it is disabled by default, as well as the vignette).
Here are the steps required to enable the film grain:
What I noticed first that stood out to me was the lighting.
Overall I like the mood your going for, but I think it would be improved you could get the illusion of some light bouncing onto the ceiling.
Also, I dont know why, but your Ambient Occlusion seems to be shaded blue... which is whats making the blood look wierd. Post a pic with normal black AO. I think it'll look a little better.
Nice work tho. Reminds me very much of F.E.A.R. In a good way.
As far as the the shade of the AO, it's an intentional colour grading on the entire image. It might be worth visiting after I finish the scene to tweak with the post a bit, but the intention was to grade the shadows to a sickly purple hue. I suppose the blood has fallen "victim" so to speak.
looking fantastic man. :] excellent surfacing and compositions.
If possible, would you mind covering your concepting, modeling and texturing work flow