Been working on this scene for a couple of days now. Got the blockout done and got most of the elements in there, so im off to make high poly models and textures.
The concept art (I don't know who made it, can't find which website I grabbed it from either..):
In UDK:
Ran into a problem though. My comp freezes and needs a reboot as soon as I set the windows and the lamp materials to be used as the lighting in this scene. Anyone knows where it goes wrong?
Replies
Rendered in marmoset.
A bit of symmetry seam on your pillar asset but nothing big. You can definitely get away with it.
Your portfolio is really nice too, I really like all the Gatling Gears stuff.
If i were to offer any broad scale crits at all it would be that the colors in the concept do seem a little more cool/desaturated in places than the ones you have in your scene right now though.
Esp the left half of the scene where the natural light from those windows won't reach and you'll get some cooler colors in contrast to the warmer ones in the center of the room.
I bet you'll adress this in your lighting pass but its something to keep in mind.
Again, love the progress, looking awesome.
/Martin
ParoXum, thx I'll break up the symmetry of most of the assets with decals. Will add more pics soon.
Martin, yeah you're right. I hope to finish all the assets today and do a new lighting pass tomorrow. This is though that i kinda like really bright colors, so my scene might not end up exactly as the concept.
Thats totally not true
In your second last post the first pillar has a few spots on the side that makes the mirroring of your texture a bit obvious. Other than it's looking awesome!
Keep it up.
I struggled a lot with the floor today. I keep having this problem:
http://www.polycount.com/forum/showthread.php?t=86635
Something strange going on with the reflection/spec.
Now that I look at it, im not a big fan of the lights, will tone them down a lot in a bit.
quite different from the de3 videos i've seen where the devs talk about how they wanted the world to look all cluttered
Those light gradients are looking awful tho, or it that a quick PS mockup?
Here's a small update with the light gradients toned down a lot (still don't look right though) and I finally fixed the specular problem I had with the floor. Also worked on the ceiling a bit (added more wires.
will be keeping an eye on this one ..;)
I'll post some more shots later today.
Try to change the ambient light (ie shadows) to a more cyan/green bluish feel. Might be nicer. Good work so far!
So had another shot at lighting this scene. I don't want to introduce different colors to it, since there are plenty of colors in there already. I also don't want to stick too much to the concept art (I really never intended to do this) but just make a nice scene. So I toned down the orange light and made it more intense near the window. Lessened the warm colors a lot in post, toned down the spotlight volumetrics and added lightrays.
Those white barriers on the right in the last shot could be more reflective
You are so right.
Added more intense reflections from all the screens:
only crit for me (if you wanna keep it identical to the CA) is that it looks a tad too warm as regards the concept. try to give it a lil more cold coloring, that is if you want to keep it up to the concept.
if the coloring is intentional, then nevermind my comment, its coming along nicely anyways