Hey all
Please critique the fuck out of everything I post on here - be rude, honest, and overly harsh - I need the motivation to improve!
To start - here's a quick render of a half-finished, half-assed character I've been "working" on for 6 freaking months...
It's for a university unit: the brief was to design, model, sculpt, map, rig, animate, light and render a character and thematically consistent environment. My environment is a run-down urban dystopia taking heavy influence from Kowloon city in Hong Kong. The character is a female militia member exploring her new surroundings.
The character is almost done - a bit of high-poly work, optimisation, texturing, rigging and applying mocap data to be done still.
But the character is not my priority right now - I have 3 weeks until the deadline and I have barely made a start on the environment yet - progress will happen soon
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I guess this is a great lesson in how the real world works...
Been working on modular shop fronts and signs today. The normal map on the awning was processed in Njob from a photo of my flatmate holding up a pillow case haha. a strange request but much quicker than sculpting and baking high poly.
haha I found the modelling of these bits quite fun actually, I think the frustration will come when I try assembling them together and find they do not fit
I didn't really consider using alternate textures as the primary means of creating variation, but that'll probably be a much more efficient use of my time!
The next screen shots will be some shiny new textures for sure
Here's a render of the finished character though, crits welcome.
A few things I want to fix: better skin shader, more realistic skin texture (needs more colour variation etc), more detail on the shorts and bags (zips, seams, etc), better material definition on the gloves. Actually I should do a whole re-design, I didn't put enough thought into this.
When the video is done I'll post it up on Vimeo with some stills on here too
Over all though, as I said, it looks really good so far and you seem to already recognize the other little things you already need to do. Can't wait to see the video of this in action.
Would appreciate some feedback on this!
As for the video, WOW! I have yet to really do a level/scene as detailed as that one! The only concern I really see off the bat is the stiffness of her walk and neck turning. It seems she either has an injury that just isn't really showing through, or the smoothness of the walk just hasn't hit yet. I few more key frames would probably solve that and make it more fluid.
Overall, I can't wait to see more!
crits appreciated!
I am a noob at lighting and I need to study the basic principles of lighting for games and how it ties into composition/colour theory etc. know of any good tutorials on this?
I was thinking I'll put this all together in UDK once I've got to grips with it
I should also reconsider the overall composition and silhouette of this environment, it's not very strong right now.
thanks for the crit, I'd be happy to hear any further suggestions
Your point of interest which is the character, and her head, is quite on the centre of the picture that is not that good.
The way you placed your camera seems to be a one vanishing point perspective, the is not that good too...
You should maybe read some composition and perspective tutorial on the net to really improve your picture with some basic tip
For me, you should turn the camera a bit to the left and put the the character at the right third of the picture, to let more space in front of her
keep it up
Julien - thanks for the tips - I have totally forgotten the rules of composition it seems :P
I will recompose this scene to observe the rule of thirds, use light more carefully to emphasise elements of interest, better balance, and more consideration for silhouette and leading lines.
I fixed a few issues with that render tonight with slight modifications to the lighting, placement and composition, but I don't think it looks much better. Botched depth of field perhaps, and too much incompetent fucking around in Photoshop. I should learn not to do that. The colours are messy and it all looks a bit muddy...
Crossposting from my thread with this; it's a shot from Cryengine and a subsequent paintover to help define the direction I take with it, photomashing some additional elements from this concept by Andr