Hi all,
I'm nearing completion of my latest scene, I'm about to start my polish pass. I was hoping to get a few crits before I start, to make sure I head in the right direction.
The scene:
Details:
- Modeled in maya. Low poly, game ready.
- Textures in photoshop
- Scene assembled and lit in the UDK (my first time)
Thanks!
Replies
Why is the mirror green? Is it a reflection of the wall or have you just not get a material setup yet? You might want to check out scenecapture actor's in UDK to create reflections for mirrors, sorry i don't have a link ready for ya.
The shadow of the girl with the knife is a really great addition, really gives it nice atmosphere.
I'm just being nitpicky because overall this scene looks really great so i'm grasping for straws - the TP on the floor looks too much like a plain cylinder, if it falls on the floor it will have a slight dent in the cardboard tube and overall will be more wrinkled and unwraveled, this is like perfectly coming off of the roll as if it were hanging up. The handles on the cabinets look too small, I know the cabinets themselves are small but that is sometimes the case in bathrooms but still the handles need to be large enough for your hand to fit under, this is about the size of the flush handle on the toilett- too teeny.
That's really about it, like I said already the scene looks great to me, good lighting and atmosphere, well done!
also i think the blood stains look a little bit too forced at the moment - the hand print especially looks more like hand painting than an accidental blood stain. maybe smear them up a bit and lower the opacity? the splatter that covers the toilet and shower looks a little stuck on atm too. if the person was stabbed in the shower then the splatter would have more direction too it.
overall you could maybe do with a little bit more dirt - it does look like a pretty grubby bathroom but generally this is looking really good.
damn good job, I like it... fill that tub up with bloody water and some more blood on the tub dripping down, and thats where the body is!
- TP dispenser fixed (added more tri's)
- New cube map baked, adjusted for more accurate mirror reflection
- TP roll distorted more
- Cabinet handles increased in size by 10%
- Floor normals enhanced slightly
- Toilet error fixed (the problem was actually a low res lightmap, and reflections that were slightly too strong... When combined, they created some artifacts).
- Toilet texture tweaked, more occlusion between the gap at the base and the floor
- Placed extra grunge decals
- Tweaked the shampoo bottles, reducing their brightness and adjusting their spec
- Tweaked blood placement, color and opacity
- Tweaked the wood on the sink cabinets' normal, spec and texture sheets
And probably some other stuff I missed.
The final result is here:
Thanks again for your input guys!
Thanks again for the kind words! If you're curious, feel free to check out my portfolio at www.adambadke.com