Hey guys!
This is a little game enviro i've been cooking up in my spare time over the last 4 weeks.
I have a placement coming up at the end of the year to work in games as a 3D artist, and the guy who offered me the spot hasn't seen any of my work yet, so i've been practicing my butt off for all the obvious reasons!
(contacts ftw!)
By trade I'm a multimedia designer/2d artist, so i've never done any 3D work outside of modding for Fallout
(lol). And with that said, i'm eager to bring my skills to the next level. So if some friendly people could have a gander, and perhaps offer some insight/feedback, that'd be awesome! don't know if there's much to comment on though. I'm a diehard Bethesda fan/modder, so stylistically my stuff may appear Elder Scrolls Style. It might also be because this scene was rendered in Fallout New Vegas >_>. Basically i'm practicing not just for my future job, but in preparation for one of my final year major projects; something I want to create as a high quality mod for Skyrim; I naturally want it looking like it fits very well.
For this scene:
- I used 3dsMax, Mudbox and Photoshop.
- Whole scene is 18000 triangles
- Couch and bed are the largest objects @1000 triangles each.
- 4000 triangles in books; 108 triangles each
- I did not create the window rays (Property of Obsidian Entertainment).
- The images inside the picture frames are 2D paintings by Jason Manley
- Im still getting the hang of making/baking normal maps, so there are imperfections and the odd seams here and there. Much hard work and practice ahead : )
- There are 13 1024 maps used in this scene. All pieces of furniture are composed of various parts that share the same texture space with the walls. Im curious to know if there is anything wrong with sharing textures among objects rather than each object having its own map?
Sorry if the images are too dark. They appear quite clear on my monitors but I believe I have monitor calibration issues. Some feedback on that front would be awesome too!
Thanks for looking
Replies
Think of the main sources of lighting, right now it should be just the windows with cooler almost white directional light causing most of the indirect lighting as well, and the candle and fire place with very warm but not very strong compared to the sunlight. And the table isn't casting a shadow from the candle light.
I could give UDK a try, is that what most people use?
I'm pretty sure you could go higher even if it's FONV, for the sake of the render who cares if it's nearly unplayable.
I agree with the "too dark" comment, even if the sun looks low, more light would bounces in since it hits directly (light rays)
And Eliminate light on the diffuse? Why don't they teach me these things in class? Oh thats right, the guy who I was unfortunate enough to be taught by got fired...
Low: Yeah, I reckon 18k is low for something like FNV. I was just trying my hand being conservative. Won't happen next time
I think i'm guilty of having a general preference for darkness, and dimly lit things, even if it doesn't make sense. I'll have to a think about that.
Thanks guys!
I get the feeling that its something wrong; and i realized there was no lightmapping, or even the slightest AO mapping.
Try taking the scene in to the UDK and light it proper, it will look 40 times better!
@Shaper: Yes, I've heard of these things you call 'Lightmapping' and 'Ambient Occlusion' before, but i know nothing about them. Looks like i've got some reading to do!
Thanks again for the feedback guys!
Definitely give UDK a try for your beauty shots. It's free and the website has a ton of free tutorial videos for download as well: http://udn.epicgames.com/Three/VideoTutorials.html
Keep it up!