Been working on this here and there whenever i have some free time, i wanted to do something simple that i could finish.
I think im at a point where critiques and suggestions could take this scene to the next level
Below is an animated progression gif that i created to show the progression of the scene:
Cheers,
Arman
Replies
thanks for the crits!
@imijatov&Sojiira: thanks for the suggestions guys ill be sure to take them into consideration, i do need to make the foreground more dramatic.
@Lincoln: i really appreciete the paintover and im going to try to go for a darker feel that you have portrayed which looks really cool.
@ZacD: hey man what would you think would fit better? i wanted the exit sign so i could get another light in there to break up what i had.
Cheers,
Arman
Not too sure about the fog either, i think its a little too strong, maybe you could use just a little depth of field instead of the fog?
Anwyay keep it up.
Also, this might be nitpicky but since it a very small scene:
You may as well focus on small things.
the only thing i could suggest is that you... add more alpha cracks into the "Loading Area"...
but other then that very nice.
there is a couple shadows that are distracting to me, particularly around the power panel on the left and above the door frame. I personally am not found of the exit sign and the glow around it seems to intense. Maybe a large clock instead?!... just a suggestion. You could maybe add some compressed air canisters, and or some fallen pipes, and or tack board. I think the addition of something in the extreme foreground in the shadows like a forklift or shelf could help give the impression of the scene being viewed from hiding. that with the addition of a silhouette of a zombie in the end of the hallway (as suggested earlier) would really help build the tension in the scene and sell it.
It looks great Arman. I look forward to the end result.
@ParoXum: that actually a chamfer, but not knowing that it would look like a lightmap issue.
@Mistry: thanks buddy, come back so we can fist pump together!
Also why it the Exit light tilted? I don't see really anything around it being disturbed for just that one light to be tilted.
Cmu block outside corner:
http://precisionprecastsc.com/page4.html
http://cadlibrary.com/files/corner-detail-6-inch-cmu-wall.html
Conc column:
http://www.wikihow.com/Image:Curing-concrete-columns_796.jpg
Not speaking about the chamfer in the pic neither the lightmap, speaking about the bricks joints being not masonry-able.
For the lightmaps I was speaking of the tunnel gradients being uber compressed maybe due to it being low res.
ooops sorry mis-read it :P thanks for clearing it up :thumbup:
lincolnhughes' paintover looks good but I would avoid making it too dark, DR2 has such a distinct vivid style you shouldn't be shy to utilize bold, bright lighting.
this weekend i will be doing a clutter pass adding papers on the ground more grunge and debris. also moving the exit sign and replacing it with a huge air conditioner that is spewing smoke.
Lighting is my weakest area especially within UDK :P so i will be tackling that last.
I think most off the feedback given so far is amazing though has given me alot of new ideas cant wait to throw them in.
Cheer,
Arman
Since you're about to clutter it up, how about a box of glowsticks or maybe even one of those glowy plastic swords from 1.
Get clutter + lightsources! Also, queens glow @ night :poly142:
Edit: to expand on it, I think you could kill the 'exit sign' mostly so that its still there, maybe a victim Frank's random gunfire or one of the nutters, just at partial operation so its not as eye catching.
You could also expand on really juicing the light sources with all of the wonderfully glowy gadgets and items from dead rising.
Glowswords, Neon Dildo's, beer-bong hat with glow sticks half working dangling. Frank has a lot of crazy shit he finds and builds and this is a perfect opportunity to really spice up the lighting with some of those spoils of war.
Um yeah. You could also add some parallax to the light so it looks like it is actually inside the housing and behind the plastic. It is subtle but does add nice touches.
Nice work so far.
That is a great idea, this thread has me starting DR2 again xD
post/lighting wise i went really crazy dont know if its better or worse been staring at it too long that is why i post it for polycount to crit :P
Still need to add all the props and ideas people suggested so ill get on to that this week hopefully.
Cheers,
Arman
quick edit:
The loading zone decal is projecting over the grim decal need to fix that.
Either way, nice work man
A: to draw the eye down the hall way, so i blew out the light on the door, and added the zombie shadow.. you told me you were gonna do that
B: Lowered saturation on wood,
C: Yellow push cart thing..
Brightened blood puddle. just a little shine to it. not sure if thats in dead rising.
E: Brightened the lighting on the vents of the air conditioner and lowered the saturation on the vent itself tried to blend into the forground as much as i could so my eye isnt drawn to it. Rather drawn to the hallway.
F: Darkned muchly the end of the hall way. Less fog more contrast in black vs white.
Other then that going great
Why, of all the locals in Dead Rising, did you pick a white hallway with some doors and electrical equipment? If you remove the logo from the corner of this image, its your standard run-of-the-mill entry level portfolio piece.
Where is the challenge in this piece? You said you wanted something that you could quickly, but this is just silly. Especially for you. Students who are doing 3D for the first time would choose something like this to learn the ins & outs of their 3D package(s) and game engine.
I would expect that someone who's been around the block a few times now would want to find something that while being 'quick to finish' is also somewhat of a challenge. Right now, this is just a boring wall, some boring doors, storage items and blood on the floor.
What you've done, you've done well, but I feel this is too good an example of some uninspiring game art.
http://dl.dropbox.com/u/17188/22WT_ingame_sheet04.jpg
you should know the challenge is not in making the hallway but its in making it Eye catching and interesting.
Yeah i could go make a robot server wall machine thats a million polygons and takes ages to finish, but i know at the end of the day ill probably get bored of it half-way through and not finish and never have anything in my portfolio until one of the games im working on releases.
Ill do my best to make the scene interesting
@8FtSpider: hey man i feel you :P ill be sure to fix that but it will probably be in a later update. right now im going to focus on making props for the scene.
The silhouettes in this scene are KILLING it right now, its box after box After Box, and you even added card board box props on top of it. Add some objects that will break up the right angles dude. You are in the world of 3d, you can do anything.... O_O well almost.
Also add some drop shadows to the objects on the wall, they dont look like they are mounted but instead floating on the surface. Looks like currently you just have AO.
I'm guessing that the loading zone is outside? If so add some nice warm sunlight to the white wall and then have the dark cool creepy inside. It would provide some nice contrast. Also add some elements so we know that its outside. maybe some grass poking through the cracks in the concrete.
Finally I'm not buying the fan above the door way, I'm not sure why though. maybe the dark outline around if from maybe the AO? idk.
My feedback sounds harsh, sorry if I offended. You're someone I particularly enjoy seeing push themselves so I was a bit taken back by this project. As I said, what you've done is really well done I just think the subject matter is a little too familiar with the game art community.
I still love you adam
Ill be sure to go Uber in my next endeavor :thumbup:
Maybe it's overly consistent. I'd prefer to see a few bricks recessed a bit more, with others extruded a little more. Also it's too uniformly shiny.
Overall it's very well done, but just feels 'fake'.
Especially (as other have mentioned) the bricks on the corners are particularly 'fake'.
It doesn't seem like they would make 2" bricks just for corners. Maybe if the tiling isn't working out, add some kind of trim to cover it.
And I do partially agree with what Adam mentioned.
For a zombie scene, I'd have wanted to see a lot more torn-down walls, a toppled roof, maybe grass growing from cracks to show the age.... graffiti in blood... dismembered body parts... etc.
Dunno, something that conveys a lot more 'story' to it, than just a generic unkept basement scene. The only thing about it that makes me think it belongs in a Zombie world is the text 'Dead Rising'.
Youre uber artist! make it more uber plz.
Here's an example of a cluster f%$k that I did a few years back
Don't make the same mistake
I imagine the challenge would be not just to make something, but to make something well and get practice at things like material definition and composition.
AE, personally I think your AO is waaay overblown. It's not a very dark room so why is there pitch black in every corner!