Going to be working on a version of E. Honda's Bath House from Street Fighter 2 - Here are a few sketches I made and the original stage - I will be showcasing the level as if it were abandoned for a long, long time. (Ref. Pictures will be up soon)
Have been working all week on the stage, will be posting up some of the base textures soon - Here is the proxy of the level and some of the ref that I have found for the level.
Asset creation is going well, Have to project some normal maps etc. today and I am hoping by the end of the week to have most of my assets with a base gray primer in UDK
Here is a quick screen of the scene in Max, and some of the high res sculpts of the tiling tile textures :
Whew, computer died by the hands of an HP technician that decided to remove and re-insert a fan into the motherboard when the computer was running (Yeah, really. :poly118:) Lost a couple days, no big deal - been working to get back on schedule
Here is an update from UDK, I have most of the assets projected, low res, and prepared for an overall texture pass (Excuse the base grey primer hehe)
I think you need a stronger lighting setup, something using more contrast. Maybe you can also keep this one and play with the HDR Tonemapper to achieve that.
The door on the left seems like a dwarf door to me btw.
Good work so far, but if you want it to be abandoned for a "long long time," you probably need to push the dilapidation further. A google image search for "pipryat" should give you more than enough really good reference images. The floor for example is in decent shape, save a couple of missing tiles. Maybe you can make it more dynamic by creating a crater where the earth has sunk in a bit, or even the opposite, where the earth had bulged up and created a mound of uneven floor tiles.
@ ParoXum - Thanks for the crit I have updated the lighting a bit and plan to continue tweaking the contrast - Also I agree with you about the door, I rescaled some of the props hoping to fix this ~ (Your environment looks great btw and I loved your Beat-em-up entry )
@TheJGits - Thanks for the crit man! Yeah I am hoping to push the dilapidation further this week once I start getting color in
Working to finish, here is an update, made a couple changes and started blocking out color - I still think a few of the elements of the scene are a bit too saturated, and I plan to de-sat. the Lantern a bit and the foliage as well. Material differentiation is what I am planning to hit next, getting some detail into those textures and phasing out Crazybump placeholder layers etc.
great work , i love it ... i think you should to make some action to it , not to be still ( i'm bad at english ) , like the water moving and plants moves i hope you get the idea ... can you explain how did you make that bloom on your object ? i try to make one but i failed ..
Quick Update, working to finish up before Friday :poly121:
All crits appreciated like always :poly142:
@ ayoub44 - Thanks! The bloom on my objects are just the product of working with the Bloom information within the "World Properties" located in the B]View[/B Tab located at the top menus - Here is a screenshot showing where they are located (Generally I just play around with the numbers to make something that looks nice, I still need to experiment with the bloom in my scene as well ) Hope this helps, if you need anything else let me know! (Oh and I agree! I want to get some running water and such into the scene before I finish!)
hey man this is really nice- imo you need about 110% more damage in the materials.- im sure your not at this stage yet but its lacking some atmosphere as far as displaying the humidity- good luck!
look amazing , i love it .. how about adding some lightshaft will work great with those plants and thanks for bloom information it's really help me , thanks you again
Oh this was a-lot of fun, I will still start back to it tomorrow to finish a whole handful of things I didn't get to - I didn't give my specular pass much love and it is killing me, either way it's been fun thanks for the crits everyone! I'll post again when I have this thing nice and polished and ready steady for the portfolio :poly142:
Replies
Here is a quick screen of the scene in Max, and some of the high res sculpts of the tiling tile textures :
@Jarrede - Thanks!
All Critique is welcome ~
Here is an update from UDK, I have most of the assets projected, low res, and prepared for an overall texture pass (Excuse the base grey primer hehe)
Fixing up some of the proxy meshes, testing out lighting setups, foliage variations, etc.
Thanks
The door on the left seems like a dwarf door to me btw.
@TheJGits - Thanks for the crit man! Yeah I am hoping to push the dilapidation further this week once I start getting color in
All Crit is welcome
Thanks Ya'll :poly142:
keep it up
All crits appreciated like always :poly142:
@ ayoub44 - Thanks! The bloom on my objects are just the product of working with the Bloom information within the "World Properties" located in the B]View[/B Tab located at the top menus - Here is a screenshot showing where they are located (Generally I just play around with the numbers to make something that looks nice, I still need to experiment with the bloom in my scene as well ) Hope this helps, if you need anything else let me know! (Oh and I agree! I want to get some running water and such into the scene before I finish!)
i wish you a good luck