This scene just gets better and better, each time I see it.
It's probably a bit too late for this, but I would investigate removing the far back row of pillars and that far back/last bath, in order to bring the mural closer to the stage. The mural was such a huge part of the original stage, and I fear that you're not going to get a good sense of it's presence with how far back it currently is.
~ It's really so refreshing to not only see stunning work, but that you're helping give back to the community by explaining everything and answering questions.
I can't tell you just how important people like you are to the community. You rock!
Looking good. is it outside your poly budget to add some dimension to the rope strands in fighting ring, might help their transition to the floor less crisp.
Awesome!!! great stuff man. Its cool to see somebody updating their thread and showing that they are still going. Your def. heading hard and fast to the end goal man. Its very damp and musky in there. You can feel it just looking at it.
One word. Amazing! Would it be justifiable to throw down some more polys on the ring, to give it some more volume ? Donยดt know if you gonna go for this angle but if you do I think it would look nice with some more geometry on the vertical ropes, to make them stand out.
Minor update, draped some more towels around, still screwing around with post processing. Right now using a 50% blend of the 1st and 2nd LUT, I also added a postprocessing material effect that lets me blend in colors and adjust contrast on the top and bottom of the screen separately. I'm sure my post will still change some, I'm kind of afraid to go with so much brown.
Yeah, personally I liked the 1st and 3rd variations of your color grading tests, the second one felt too warm and damp, like there's a heavy sauna-ish atmosphere.
Also, how smoothly can you run this in real time? Have you played around in the level and benchmarked how many fps you get already?
Nice work on your scene (even if I dunno if I would take a bath here O.o), still loving your material ~
Now for the crits (say me if you are tired of my comment which brings "negativity" on your flawless board of comments xD) :
I feel that there is too much reflectivity on the side of two last bath structure according to the general degradation of the room.
The lack of shadow or light color difference (even a subtle one) on the ceiling above the lanterns due to their frame structure.
I think my favorite part of this scene is how the lights look cast across the walls and mirrors, it's something you mostly see in Architectural renders. Safe to assume it's a light function or are you adjusting settings?
Wow, this level looks great! I almost feel like it gets hard to breath the longer I look at it. I can't wait to start playing games with this caliber of graphics.
One suggestion to get away from the scene becoming too brown (I'm sure you've already thought of this one), but letting the back wall mural show a little more and possibly make it a complimentary color like a bright blue. I think it'll help the overall composition and help focus the eye.
Jordan -- how are you overcoming the no spec in editor problem? Are you running your scene and tweaking material instance values while the game is running? I wanted some of the DX11 bells and whistles but was forced to go DX9 to get around the spec issue. Thoughts?
Looking great Jordan! Its like samaritan demo 2.0. The only thing that kind of bothers me are the mirrors, are they supposed to be fogged up? If so it does not read to well due to how uniform it is, it looks more like bare metal. I would suggest maybe adding some hand streaks or finger prints where people wiped away the condensation. Keep up the great work.
Looking great, liking the last camera angle better, it's more interesting than flat-on. Waterstreaks down teh pillar don't quite read right, maybe tile em more? Would be nice to see some flythrough vids and stuff!
Damn, this scene just gets better and better. That dude chillin' in the bathtub rocks, it'd be cool if you duplicated him in the bath with his back to the camera to the right side of him. Also the dude on the right could be ass naked showing these guys just don't give a f*ck.
hahaha this is looking too good. if u add some subtle animation loop to these character then the environment is gonna come alive.
btw, i am not sure if someone already mentioned this before but the bloom or steam/fog seems a bit too much and all over the place. it might help if you could localize that effect on top of the tubs and leave some clear air spaces to give more visual clarity.
This really is on another level, my only crits would be to maybe lose the ring i dont think it blends well at the moment and im not sure your scene needs it, i would also tone down the lens flares a fraction.
Replies
Great work with shaders!!!
It's probably a bit too late for this, but I would investigate removing the far back row of pillars and that far back/last bath, in order to bring the mural closer to the stage. The mural was such a huge part of the original stage, and I fear that you're not going to get a good sense of it's presence with how far back it currently is.
I can't tell you just how important people like you are to the community. You rock!
Probably going to lay more towels down tomorrow.
Hubbalicious work you got going on here!
amazing work!
Also, how smoothly can you run this in real time? Have you played around in the level and benchmarked how many fps you get already?
Now for the crits (say me if you are tired of my comment which brings "negativity" on your flawless board of comments xD) :
I feel that there is too much reflectivity on the side of two last bath structure according to the general degradation of the room.
The lack of shadow or light color difference (even a subtle one) on the ceiling above the lanterns due to their frame structure.
As usual feel free to discard ~
One suggestion to get away from the scene becoming too brown (I'm sure you've already thought of this one), but letting the back wall mural show a little more and possibly make it a complimentary color like a bright blue. I think it'll help the overall composition and help focus the eye.
Your scene is looking so nice, in fact I dont think I have ever loved towels before!
Great idea!
We definitely have a winner here,Jordan!
Now, when I see it all come together,I just wish you shared some more of that wisdom, please:)
Jesus man give everyone else a chance!
Really amazing work.
btw, i am not sure if someone already mentioned this before but the bloom or steam/fog seems a bit too much and all over the place. it might help if you could localize that effect on top of the tubs and leave some clear air spaces to give more visual clarity.
Truly awesome stuff though.
Awesome, can't say It enough, easily recognizable.
One thing caught me off guard and i'm wondering if you know whats going on here.
Absolutely gorgeous!
Gah I know what that is, I built lighting in Dx9 mode and not DX11 mode so it didnt bake the reflection shadowing. Thanks!