I agree there is a lot of yellow but I am trying to stick as close to the original concept as possible. That is the rest of the yellow in the scene though so everything else should drown it out at bit.
The wall on the right will have its own separate texture soon, I just wanted to put the wall their and have some kind of texture applied to it.
While it has been looking ok from a technical standpoint it has been lacking that something to make it stand out. I think I may have it. The hallway is undergoing some maintenance thus revealing what is underneath the floor panels. I just need to add some pipes and other sci-fi stuff under it to make it look a bit more interesting.
Yes it is for the Asian environment and it's not really coming along. Nothing bad really just had another idea so it is sitting on the back burner. Plus I need to finish up my Deus Ex scene. Need to get that bad boy in my portfolio.
Not really worth bumping dedicated topic for this scene so I figured I would throw this here for any crits. I know speed comes with time but I feel like this scene is taking longer than it should have. Probably due to lack of good planning. Lesson learned
I have a whole list of things I need to do left for this scene.
The Deus Ex environment looks cool! One thing you could do to improve it is to make the yellow part feel more like metal. Instead of putting a yellow shade in your diffuse map, put it in your specular. Also, make it more reflective, like it is in the concept. Remember, the more reflective you want it to look, the darker your diffuse should be (totally black for most metal). I don't know what kind of method you use to get real time reflections in the floor, but it looks cool.
Also, as some other people mentioned, you really need to tone down your colors on most of your stuff. Try to start of by working in grayscale to get the values right.
I love the palette :P btw, in your scene with the trees, did you enable global illumination while building the lighting? Just wondering cause it looks really nice with the shadow of the individual leaves on the ground...I can't seem to get my alphas to do that.
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The wall on the right will have its own separate texture soon, I just wanted to put the wall their and have some kind of texture applied to it.
Getting there...
Based loosely on this photo
How's the new environment coming along? I'm guessing the bamboo is for it. Amirite?
I have a whole list of things I need to do left for this scene.
Also, as some other people mentioned, you really need to tone down your colors on most of your stuff. Try to start of by working in grayscale to get the values right.
Keep up the good work!
I love the concept that that vehicle is from, its awesome! I think yours maybe be a bit too thin? Maybe not though!
Great stuff though!
I am planning on having 3 or 4 different designs for him.
(Super early, mostly showing the bake off)
leaves are too big imho, other than that it's nice job.
Floating parks!
Ediit: and an update on this little guy
I figured if I was going to screw around with my old Deus EX scene might as well go all the way.
Did another pass for this for use in my portfolio, kinda want to make a whole lineup of these in different colors.
Found a better way to showcase the models in Cryengine 3