the final lerp node is being plugged into the emissive slot of the material. and the vertex alpha bit is the same for all of my blending (diffuse, normal, specular, etc).. hope it helps
I must say I'm personally a big fan of this kind of atmosphere, with the rusty metal with flaking paint, the grass coming through cracks in the concrete, and stuff like tires laying around. Youth nostalgia I guess, kind of. And you nailed that perfectly in your latest screenshots. I want to go to that place.
I think I might actually vomit. AGAIN. This is awesome, man. The atmospherics are really helping everything pop. I'd really like to a bunch of graffiti, but that's just me.
I haven't read all this, but are planning on releasing this so everybody can take a nice walkthrough of it? It'd be cool, but whatever. Still loving the images you post.
loving the use of color and the lighting is looking great. maybe a bit too much of the tiling texture in image 2 on the right hand side but that would pretty much be my only crit, the forms on that bridge look awesome.
Looks sweet love the blue lights in the first shot
As others said a bit to much tiling but I guess you already know that.
And one more thing, I don't think the oil drums fits in the first shot. they seams a bit too bright, takes my attention.
Stromberg: hmm, noted! Good for me its all material instances ^^
Pixelmasher: Thanks, yeah some of the areas still look a bit too tiling due to not being fleshed out enough yet.
Jeremy-S: yeah, id also like to add more grafitti ^^ If i will release this.. i dont know ^^ Then people can see all the mistakes, and cheating, haha
ITS MOVIE TIIIIME! Sitll very WIP and a thousand things to fix, but im going on vacation, so here is where its currently at:
Compression sucks, yeaa...dont hate!
this is badass man. a prime example of how seeing things in motion does them way more justice than stills. really like how it feels like an actual gameplay space and the amount of clutter.wires breaking up the alleyways. gorgeous work.
yep, that fly through was tasty. Good choice of music too.
For some reason, I kept expecting to see pagoda's, and lot's of Japanese paper-y stuff all over the place. That could be too much Blade Runner, though.
You've taken this VERY far, man, and it's simply fantastic. I can't say anything else that hasn't been said already. It's all in my inspiration folder. Thanks
fucking amazing. i felt like the music could have made this scene any mood u wanted it to. this made it feel like an isolated town only filled with cowboys. put an old school rap song, it'd feel like what would be the ghetto in the future. put some fallout 3 40's style music it would feel different again!!!!! so sick!! ima try that shit right now.
Edit: ok the old school hip hop didnt work to well. but the 40s music was perfect.:poly142:
looks absolutely amazing. the only thing which stuck out as a bit odd for me was at 1:13-ish. the door on the left seems like its wet, even when the blinking lights weren't on, its specularity seemed kinda high. maybe its supposed to be like that, either way, amazing . . . . im gonna go watch Firefly now.
Striff: nah, its nothing special, all dx9 :]
DirtyMrDucky: ah, yeah, some of the cubemaps are not really tweaked yet, so it looks a bit wierd in places...
..man your work just gets worse and worse!.. :poly124:
...I'm not envious, really... ahem..
Love all your stuff, the walk through is looking cool too, nice ambience.. one question, I see you are employed, just wondering how you find the time to produce this personal work?.. seriously I wonder with some of the work I see on CG forums, it's shit-hot and then I see some do it in their spare-time, WTF!?.. I find after I get home and have something to eat, then chill out a bit it's almost 10pm!... maybe I should start a thread asking people what their daily routines are - minus the details
I want to be as good as you guys but I also want to sleep!
really nice! i like it a lot! I a have one crit though;
the blue streetlights anoys me a lot. they shine like freaking lightsabers but doesn't put out nearly as much light as they should on the surroundings. I like the big contrast you get with the sunlight and the nice shadows, and this is cool enough without super blazing streetlights.
I think you should make two scenes, one night and one daytime. the current one minus the street lights is work good as daytime, and on the nightime scene you crank the pointlights in those streetlights up and remove all other light.
feel the repetitive walls get very old & monotonous after a while, especially with the cracks being as dark as they are. may want to break up some of the walls with some extra meshes stuck on to the outside to ease the eye some.
ex paintover:
i think breaking up some of the walls in areas could go a long way - not just on corners, but throughout the level where you have large expanses of the same tiling texture. the purpose of the extra meshes should to break up the shapes with some larger shapes to reduce the noise of the tiles. Wonder if the diffuse crack detail is a little too dark on some of the materials too, the cracks are really pronounced. I'd try letting the lighting enhance the cracks more than doing it with a heavy hand in the diffuse maybe?
another idea would be to maybe make a mesh of that texture, but pull some panels off, tilt them, shift them, rotate, have some open/closed, etc.
its looking sick, just think you could simplify the visual noise a lot more so that all of the details like the debris, clutter, and wires are visible, because it feels like a lot of them are getting lost.
ps. that has to take for fucking ever to bake! haha
Moose: thanks, that is great feedback And yes, the rust is a bit dark in the diffuse, which is bad on my part. (baking takes like... 3 minutes ) Im definately gonna break up the tiling of the walls, another thingthat i delayed too long, i stuck for too long with just one wallpiece, but im definately gonna try what you did in your paintover, that looked ace!
oniram: im lazy, its just a custom lensflare, heh. faked anamorphic lensflares ;D
damn, i go on vacation and suddenly i have tons of stuff to fix haha ^^
This environment is awesome! Great meshwork and overall flow. If I may offer my humble opinion on some lighting issues?
The shadows seem to me a tad too dark, especially for how bright the sunlight is. usually in these sort of environments, the reflected 'bounce' lighting keeps the shadowy areas quite bright. In contrast: when the viewpoint (a human eye, for example) adjusts exposure to better see the darker areas when it moves into an area where there is little direct lighting nearby.
Replies
Oniram: hmm, wierd. Will have to investigate, but a look at your shader would be great.
sltrOlsson: Yeah, that is next up actually WIll hopefully post some more updates tonight with a bunch of new random stuff in there.
The ground in those shots really reminds me of borderlands' textures. (not at all a bad thing!)
http://img.photobucket.com/albums/v666/Oniram/EnvMapVertex.jpg
the final lerp node is being plugged into the emissive slot of the material. and the vertex alpha bit is the same for all of my blending (diffuse, normal, specular, etc).. hope it helps
At this level of quality I really can't do any crit.
Oniram: thanks! ill take a look when i have time :]
Some new textures, some new asseds, updated postprocessing, alot of new meshed placed in level, a few new particle effects, some new decals...
I haven't read all this, but are planning on releasing this so everybody can take a nice walkthrough of it? It'd be cool, but whatever. Still loving the images you post.
As others said a bit to much tiling but I guess you already know that.
And one more thing, I don't think the oil drums fits in the first shot. they seams a bit too bright, takes my attention.
Pixelmasher: Thanks, yeah some of the areas still look a bit too tiling due to not being fleshed out enough yet.
Jeremy-S: yeah, id also like to add more grafitti ^^ If i will release this.. i dont know ^^ Then people can see all the mistakes, and cheating, haha
Compression sucks, yeaa...dont hate!
its also on vimeo:
http://vimeo.com/26175477
[ame]http://www.youtube.com/watch?v=EcqDsfLJBak[/ame]
For some reason, I kept expecting to see pagoda's, and lot's of Japanese paper-y stuff all over the place. That could be too much Blade Runner, though.
You've taken this VERY far, man, and it's simply fantastic. I can't say anything else that hasn't been said already. It's all in my inspiration folder. Thanks
kudos to you man, you're really pushing this baby to the limit! very inspiring!
Edit: ok the old school hip hop didnt work to well. but the 40s music was perfect.:poly142:
Striff: nah, its nothing special, all dx9 :]
DirtyMrDucky: ah, yeah, some of the cubemaps are not really tweaked yet, so it looks a bit wierd in places...
...I'm not envious, really... ahem..
Love all your stuff, the walk through is looking cool too, nice ambience.. one question, I see you are employed, just wondering how you find the time to produce this personal work?.. seriously I wonder with some of the work I see on CG forums, it's shit-hot and then I see some do it in their spare-time, WTF!?.. I find after I get home and have something to eat, then chill out a bit it's almost 10pm!... maybe I should start a thread asking people what their daily routines are - minus the details
I want to be as good as you guys but I also want to sleep!
ohmahgod ohmahgod
seriously nice stuff!
the blue streetlights anoys me a lot. they shine like freaking lightsabers but doesn't put out nearly as much light as they should on the surroundings. I like the big contrast you get with the sunlight and the nice shadows, and this is cool enough without super blazing streetlights.
I think you should make two scenes, one night and one daytime. the current one minus the street lights is work good as daytime, and on the nightime scene you crank the pointlights in those streetlights up and remove all other light.
feel the repetitive walls get very old & monotonous after a while, especially with the cracks being as dark as they are. may want to break up some of the walls with some extra meshes stuck on to the outside to ease the eye some.
ex paintover:
i think breaking up some of the walls in areas could go a long way - not just on corners, but throughout the level where you have large expanses of the same tiling texture. the purpose of the extra meshes should to break up the shapes with some larger shapes to reduce the noise of the tiles. Wonder if the diffuse crack detail is a little too dark on some of the materials too, the cracks are really pronounced. I'd try letting the lighting enhance the cracks more than doing it with a heavy hand in the diffuse maybe?
another idea would be to maybe make a mesh of that texture, but pull some panels off, tilt them, shift them, rotate, have some open/closed, etc.
its looking sick, just think you could simplify the visual noise a lot more so that all of the details like the debris, clutter, and wires are visible, because it feels like a lot of them are getting lost.
ps. that has to take for fucking ever to bake! haha
Keep it up Ive been following this for a while and it just keeps getting better
Thanks for sharing
Moose: thanks, that is great feedback And yes, the rust is a bit dark in the diffuse, which is bad on my part. (baking takes like... 3 minutes ) Im definately gonna break up the tiling of the walls, another thingthat i delayed too long, i stuck for too long with just one wallpiece, but im definately gonna try what you did in your paintover, that looked ace!
oniram: im lazy, its just a custom lensflare, heh. faked anamorphic lensflares ;D
damn, i go on vacation and suddenly i have tons of stuff to fix haha ^^
The shadows seem to me a tad too dark, especially for how bright the sunlight is. usually in these sort of environments, the reflected 'bounce' lighting keeps the shadowy areas quite bright. In contrast: when the viewpoint (a human eye, for example) adjusts exposure to better see the darker areas when it moves into an area where there is little direct lighting nearby.