hey everyone, so i have been checking out a lot of the work on polycount for awhile, and this is going to be my first post on this forum. The following image is a Bioshock inspired Lounge. I was thinking of putting this into UDK afterwards, but i was wondering if i could get some advice that will help improve this piece, or that could help improve my assets for future projects.
anyways, hope to hear from you guys soon
here's what i have so far.
Replies
The doors lower part i kinda strange, or the normal map is. Try to mask it out more before going through CB or nvidia plugin or what ever. You can save 25 triangles, i know crazy amount , on the door by cutting down the round hole in the mesh.. Like this.. or yeah, more even. But you get the basic idea..
i would urge you to make this prop with a tiling texture some more/clever geometry cuts and vertex colors ! and than reuse that texture/material/shader (and method) on 99% of the geometry of your scene so that not every single prop is its own material and is totally unbatchable at the end.
save your unique texture memory for gameplay relevant objects like weapons / characters and important story related props.
A few of the textures are a bit washed out as well.
Modeling wise I think you did a great job setting up the scene and even though you did make it a bit too dark too see everything, it does feel like Bioshock.
My crit about the shot I gave you before still stands. I feel the shot you picked could be stronger. You have everything pointing at the door in this shot, but the door is blocked off from our sight and nothing is happening there. I'd like to see a spooky light in the window just to add a little more appeal.
Good stuff Dragan, keep me posted on yer next set over the summer.
@ sltrOlsson - Thanks for posting that image, i really appreciate it. I cut my geometry as much as i could without actually destroying my door. I'll repost. Let me know if it's a lot better.
@ warby - I appreciate the comment on my prop. i made some adjustments to the geometry. Would it be possible to maybe send me an example of what you mean, so that i could get a better understanding of what you mean for future props?
anyways, here's my repost for the prop. Let me know what you think!
update!
Also, when it comes to showing off assets, is there a shader you recommend trying??
i'm sure it'll help
brighten that stuff up, and some cooler colours.
btw you owe my another burger !!!! hehehe
and add both are names at the bottom haha !
I hope the next burger you eat falls apart..
But yeah, that helps a lot actually! Thanks mang!
Still keep the frame for the window, but no need to go around the window unless of course you just have to recycle a glass tex used elsewhere. Still in game probably best to just have one tex with alpha on the door to cut down draw counts.
The scene does look pretty cool though. Would be nice to see polys and tex for all objects.
starting w/ cooler colours, moving your eye into the mid ground w/ brither warmer lights.
Show this to Paul, i wanna know what he says
Paul: " WTF, that Hiten kid doesn't know shit"
lol
@ TheCrimsonKing - Yeah, i was thinking of putting this into UDk after fixing up as much as possible in regards to textures and stuff. it's currently rendered out from 3ds max with some post production work done in photoshop. I'm still trying to work UDK, so i'm looking for some good tutorials. The set is built modually, so hopefully it all works out. =]
here we go!
Great work!!
@Mistry10 the paintover you did is totally oversaturated overkill, it's the first thing you have done that I don't like and I thought you were joking at first Wait, were you joking?!
@ jeffro - Yeah i just kinda noticed that. I made the beams and everythign a little more obvious, so hopefully it adds to the atmosphere more.
@ GCMP - appreciate the compliment. I notcied that my scene was a bit washed out, so i used the unsharp mask on each of my textures. It seemed to make things more clear, so Thanks for the link S2engine!
anyways, there isn't a huge change, but the scene is more clear and not as blury as it was before.
Thanks for all the advice though!!!!!!!!!!!!!!!!!!!!!!
you could also make some glass walls, that would let you see the outer scene: the ocean. this would also give a nice vibe.
maybe some particles or fx would add some more mood.
@ yodude87 - that's a pretty cool idea. I was thinking of doing that, but i figured it would take alittle too long, but instead i tried giving the impression as if the windows might be behind the scene where you can't see, which is why the scene has the turqoius lighting to it.
@ SergioSantos - What kind of particle fx did you have in mind? i'm not too comfortable when it comes to particles, so if you have some good tutorials, i would love you forever!!!
@ dustinbrown - Thanks man, i really do appreciate the critism. I'm going to look into that, and try to change things around. If i don't do it to this scene, i'll be sure to do it for the next scene. I'll adjust the hue though becasue i just noticed it too.
that's some really good advice though!!!!
@ Serp - i tried to replicate as much of the lighting as i could similar to the game, but i think the lighting might work better once i have it in UDK. I'll see what i can do to make the lighting seem more fromt eh lights similar to the bioshock screen shot.
Thanks for the advice though guys, it's really helping me out!
ps: this should be featured.
also, what did you mean "this should be featured" hahahaa. i'm new to this polycount thing still