wow, the detail is fantastic! for some reason it was the glow of the blue screen'd monitor that really sold the attention to detail for me! haha!
Your lighting is excellent, it's just the right amount of dark and mysterious while still showing off all your fantastic work!
Thanks for sharing your post-pro stuffs!
Made me go back and look. Absolutly a nice detail, but it don't really make sense that windows would crash :P Anyhow, i think that i would kinda funny to but like solitaire or porn or something on there :P
Any how. Looks fucking good! Though + 1 on turning down the grain just a little bit. keep on rocking!
i find the noise interesting and it add some charm to the piece. That being said, if i had to play a whole game with that kind of noise, id turn it off. Whats good for a still isnt always hot for a interactive experience.
Lovely work, felt kinda deadspacy
oh, only crit i have is the blood work got a bit too "yay im tossn blood" feeling and less "a murder scenario happened here".
To be fair, film grain can usually work well in a game, depending on the game of course.
Left 3 Dead manages to do it alright, and House of The Dead: Overkill on the Wii wouldn't be the same without it.
To be fair, film grain can usually work well in a game, depending on the game of course.
Left 3 Dead manages to do it alright, and House of The Dead: Overkill on the Wii wouldn't be the same without it.
though it does make some games look pretty bad as well.. mass effect looked much better without the image grain.
in this case.. i think that its a bit too much. the effect does help ill agree, but maybe try toning it down a bit.
Your lighting and effects are working incredibly well together. Your composition helps a ton too. I don't think you need to tweak those much, if any, as that would just cause your scene to become generic.
/me waits for someone to come in and tell him he needs to cross process this...
Wow this thread got brought back from the dead (no pun intended). While I did always intend to have hanging ceiling wires and bits as well as rubble, as it stands the scene is complete. Originally I created it as an exercise in chaos with purpose. I had previously been working on Tron (yes the movie game ) so everything was very clean and sleek; I thought this piece would be a nice change of pace.
Quack! Yeah thanks for noticing! I put a lot of effort into balancing tonal and colour contrast into an interesting composition of shapes. Honestly, if you break down all the assets they are pretty blah with nothing really being standout IMO, but I thought presented in the right fashion, the sum would be greater than the parts.
Oh gosh, that's really good :0 Super creepy, I'd be pretty freaked out walking around in there Great color choices, the purple really makes it for me.
Also cool to hear that your props were so-so in quality (or so you say), but that you made it come together through the presentation. That is the skill all of us environment artists want !
Now on to stalking your profile to see what you are currently working on xD
simply epic! I'm a huge fan of the series too
I love the third pic..I suppouse this is set right after Rick has escaped? Maybe you should put an ester egg...blocking the entrance to the room and making Rick visible, in "sleeping" in his bed.
Jessica, sorry I didn't mean they were poorly done assets (the chair looks like a chair, the desk like a desk etc.) What I meant was that there is no hero asset, or any one asset that you could single out that would have some kind of wow factor to it. Hence the sum being greater than the parts.
PS. It was also not exactly exciting modeling stationary and computer equipment lol
I know it's a year old, but I just noticed RedRaven's post asking about my workflow so I thought I would share it with you guys. I hope you find it helpful (sorry no pics, as the entire scene and its contents are on an old computer)
1) Inspiration. I don't just out of the blue decided to work on something, it's usually another piece of art, any medium that inspires me to create something. In the case of the hospital scene, the mood I felt when I watched The Walking Dead made me want to create something very creepy and over the the top.
2) Reference. I spend a good day or two gathering reference for both big picture ideas and props. After seeing what went inside of a hospital, I created a prop list which I then looked up reference for as well.
3) Mass out. I create a very basic blockout of the spaces, in this case I treated it as if it were a blockout given to me by a level designer. The hospital beds were actually placed as cover objects and had a certain height metric to them. Essentially everything was a cube or blocky in nature at this point with no texture at all. Also in this stage I block in everything at powers of 2 measurements so that later I can easily fill in the spaces with modular wall pieces etc.
4) Proxy. I created basic proxy meshes for all my props, wall pieces, floor, etc. and placed them in the scene. These have more geometry definition than cubes, but still not very much. At this stage, its' more about defining large shapes and assembling the composition of the scene. While I try to proxy almost everything, some things I add in later like the debris on the ground I did almost at the end. Since the geometry is also a little more defined, at this stage I also like to block in some lighting.
5) Create assets. Since all my proxies are in place, I go ahead and create the finalized versions and they pop in to place as my assets get updated.
6) Final touches. Decals, screen effects (colour remapping, noise, vignetting) and any other icing on the cake you can think of. These aren't meant to foundationally change your image, but accentuate and enhance what is already there.
As far as specific modeling, texture, or even set decoration I always ask what the reason is for something. In the scene I recall making a story in my head that at some point people were being chased by zombies, pushing some away on a hospital bed. The bed rolled through a pool of blood as it went through the doors and smeared trails as the survivors were then overrun (there are actually more bullet casings around the bed because of this). I apply this when texturing as well. If there's going to be wear, think about how something is used and where it would be. There is always a reason for everything and I find when I put the time in to think out a scene and the fiction behind it, believability is greatly improved as a result. And of course there are those times where you just do something a certain way because it looks cool; That happens too.
Replies
Your lighting is excellent, it's just the right amount of dark and mysterious while still showing off all your fantastic work!
Thanks for sharing your post-pro stuffs!
Made me go back and look. Absolutly a nice detail, but it don't really make sense that windows would crash :P Anyhow, i think that i would kinda funny to but like solitaire or porn or something on there :P
Any how. Looks fucking good! Though + 1 on turning down the grain just a little bit. keep on rocking!
Excellent job!
Lovely work, felt kinda deadspacy
oh, only crit i have is the blood work got a bit too "yay im tossn blood" feeling and less "a murder scenario happened here".
again, lovely work!
Left 3 Dead manages to do it alright, and House of The Dead: Overkill on the Wii wouldn't be the same without it.
though it does make some games look pretty bad as well.. mass effect looked much better without the image grain.
in this case.. i think that its a bit too much. the effect does help ill agree, but maybe try toning it down a bit.
/me waits for someone to come in and tell him he needs to cross process this...
Samfisher84 performed a masterful thread necro.
Quack! Yeah thanks for noticing! I put a lot of effort into balancing tonal and colour contrast into an interesting composition of shapes. Honestly, if you break down all the assets they are pretty blah with nothing really being standout IMO, but I thought presented in the right fashion, the sum would be greater than the parts.
Thanks for the kind words everyone.
Also cool to hear that your props were so-so in quality (or so you say), but that you made it come together through the presentation. That is the skill all of us environment artists want !
Now on to stalking your profile to see what you are currently working on xD
I love the third pic..I suppouse this is set right after Rick has escaped? Maybe you should put an ester egg...blocking the entrance to the room and making Rick visible, in "sleeping" in his bed.
Really nice mood
PS. It was also not exactly exciting modeling stationary and computer equipment lol
1) Inspiration. I don't just out of the blue decided to work on something, it's usually another piece of art, any medium that inspires me to create something. In the case of the hospital scene, the mood I felt when I watched The Walking Dead made me want to create something very creepy and over the the top.
2) Reference. I spend a good day or two gathering reference for both big picture ideas and props. After seeing what went inside of a hospital, I created a prop list which I then looked up reference for as well.
3) Mass out. I create a very basic blockout of the spaces, in this case I treated it as if it were a blockout given to me by a level designer. The hospital beds were actually placed as cover objects and had a certain height metric to them. Essentially everything was a cube or blocky in nature at this point with no texture at all. Also in this stage I block in everything at powers of 2 measurements so that later I can easily fill in the spaces with modular wall pieces etc.
4) Proxy. I created basic proxy meshes for all my props, wall pieces, floor, etc. and placed them in the scene. These have more geometry definition than cubes, but still not very much. At this stage, its' more about defining large shapes and assembling the composition of the scene. While I try to proxy almost everything, some things I add in later like the debris on the ground I did almost at the end. Since the geometry is also a little more defined, at this stage I also like to block in some lighting.
5) Create assets. Since all my proxies are in place, I go ahead and create the finalized versions and they pop in to place as my assets get updated.
6) Final touches. Decals, screen effects (colour remapping, noise, vignetting) and any other icing on the cake you can think of. These aren't meant to foundationally change your image, but accentuate and enhance what is already there.
As far as specific modeling, texture, or even set decoration I always ask what the reason is for something. In the scene I recall making a story in my head that at some point people were being chased by zombies, pushing some away on a hospital bed. The bed rolled through a pool of blood as it went through the doors and smeared trails as the survivors were then overrun (there are actually more bullet casings around the bed because of this). I apply this when texturing as well. If there's going to be wear, think about how something is used and where it would be. There is always a reason for everything and I find when I put the time in to think out a scene and the fiction behind it, believability is greatly improved as a result. And of course there are those times where you just do something a certain way because it looks cool; That happens too.
TL;DR I like kittens.