Hi all!
Final:
After a lot of work going into my previous scene I decided to put it on the shelf.
Seeing as I didn't have a concept to go after, I found myself thinking more about what to do, than how to do it.
It led to a lot of inconsistensies and a lot of time wasted.
So this time I decided to go for a scene that had a very good concept.
I chose this one:
While browsing around for inspiration and concept art I noticed that JasonLavoie made a version of it as well, and I really loved what he had done with it, and the design choices he had made.
One thing that I really wanted to change was the big numbers on the door, seeing as the typo in the concept is really horrible if you ask me.
I didn't wanna steal the font Jason used so I chose a similar looking one.
I will try to take this to a pretty clean finish. Some rust and subtle wear and tear, similar to the concept.
Right now it's a bit too colorful and bright, but most of the textures are still just color blocks without detail.
Please let me know what you think!
Replies
I use marmoset to render it for now. I'm not sure if it's possible to have reflections there. If it isn't , I'll take it into CryEngine 3.
I've worked a bit more on the textures now and added the lights which will be brighter later on
Also, nice touch with the Japanese writing on the wall. Gotta watch this thread for further awesomeness
As far as I know, he's working at Ubisoft Massive. :P
On topic: This looks beautiful my friend, keep up the awesome work!
Definitely.
Great start, looking clean and real nice. Can't wait to see it with lighting.
There isn't a lot of progress to show today. I got a new wall segment in and I've made some tweaks to the textures varying gloss and spec values across segments and adding some minor dirt here and there. Thanks for that Minotaur0.
I will probably lower the ceiling tomorrow, because I think the scene is a bit tall compared to the concept. I'm not sure if I like it this way though. But yeah, I'll see tomorrow.
Here's the WIP shot:
Cheers!
As soon as I have all the pieces for the scene I will put it in CDK. I just like working in Marmoset for as long as possible. Don't know why really. ^^
Yeah, I really wanna see this scene with some reflections going on as well.
I lowered the ceiling, added the missing panels and made some minor adjustments to the textures.
Once I have the meshes and materials set up in CDK I will tweak the textures further.
This is what I have so far (still in Marmoset):
keep up the good work!
I'm not happy with neither the lighting, post processing or material set up, so I have quite the job ahead of me. ^^
Here's what I have so far:
I really need to learn how to take proper screenshots in CDK.. I tried using e_screenshot=1, but the screenshots ended up really weird. If anyone can help me get around in cryengine I'd love to get some advice on this scene and how to take screenshots.
Cheers!
Subbed!
Keep going man this will be great, and don't forget to do a post-mortem once you're done
For screenshots you can use "r_getscreenshot 2" and "r_displayinfo=0" to get rid of the text on top.
r_DisplayInfo 0
r_GetScreenshot 1 (usually I'd just press Print Screen though)
if you wanna try e_Screenshot, which fucks a lot with reflections but offers unlimited resolution:
r_PostMSAA 0 (weird previewstamp)
r_HDRVignetting 0 (tiles)
I decided to move over to the Sandbox version instead of the free SDK. I found it had some pros and cons, but mainly pros.
One thing I really liked was that everything felt clearer and the truer reflections.
This is what I have now:
What do you think?
I will continue working on the textures, but I feel the reflections are about what I want them to be.
What I really need help with is the lighting and post processing.
Any help or input is grately appreciated!
Like what you said- it's probably a good point to leave it as is and move on into another project and come back to it later with fresh eyes, that's what I ussually do- just to not overdo things
On the lighting:
i think you should go for a much more teal lightsource and use high HDR values on the lights (and make sure they cast shadows!).
a small fog volume wouldn't hurt either to seperate the background more (i assume you are in a vis area to block the time of day out entirely?)
On the scene:
If you have the patience left, I'd model a crate from the game, just to break the floor up a little bit and have a shadow casting object in the scene. it would also help selling this as a typical Deus Ex set piece, where you could use that crate to hide from a guard
Last:
I'd put a Cell Soldier from C2 behind that corner and a shadow casting light, so it looks like there's one of the Deus Ex guards coming around the corner (without you having to model an entire character ) and frame that with a nice filmy camera (low fov like 30 and some depth of field).
First off, if you squint your eyes and compare your image, versus the concept...the biggest thing I see is the colors. Try to get the yellows to be closer to the yellows in your concept. Also, that greenish-blue light is a rad color light, dont miss that opportunity to nail that.
Second, try to darken up those hand rails a bit and capture a bit of that dark area in the mid ground. I think it will punch out the background a little nicer too.
Keep it up! Its looking awesome.
Envelope's paintover I think nails it right on the head, specially the lighting, it's creating some much needed contrast, while still keeping the overall unique / clean feel of the environment.
Honestly, some great work here, really interesting to see how other's go about this, I'm learning a lot from this
could i possible get a peek at your texture sheets, kinda curious what you got going on.
@Envelope: Your paintover really helped me with this update! Thank you!
@e-freak: Thank you for your advice regarding the presentation! I will definately try them out once I'm closer to completion!
@JasonLavoie: Thanks man! I don't agree with you, but thanks! The scenes are just a bit different. I was really awed by your scene!
@Habboi: I can definately render out at a higher resolution for you! No problem!
@euclidius: Thanks for the advice! But I think I'm gonna keep going with the color scheme I have going now. I really like the paintover Envelope did. ^^
I've added a box prop now. Texture's still a bit WIP, but it works as a placeholder.
I also changed the lighting to match the paintover a bit better.
Here's what I have so far:
Please let me know what you think!
Cheers!
Thanks! :-)
Got some texture tweaks left, but soon! ^^
this looks really good already. I would get rid of the blue sign, it looks like a streetsign and breaks the futuristic feel of the scene. Maybe add a yellow background and change the shape a bit.
Your scene would definetly improve by adding detail bumpmaps via the shader in Cryengine, it will give you that extra bit of surface definition close up.
Some of the lights would benefit from some projected lightshafts...
I added a small, small detail bump to one of the materials, and I also changed the color of the sign in the back.
I also added projected light shafts to a few of the lights just like you said IxenonI. Thanks a lot!
I'm calling this scene done now.
I bet I could have tweaked it a lot more, but it's at a place where I'm happy with it, and I'm happy with the amount of time I spent on it.
This is the result:
I learned a lot by making this scene. I learned a new approach to texturing and modeling. I made most of it in nDo, but I made a few high polies to get some of the corners and more "complex" shapes for the normal map. I think this really sped up the process.
I also learned more about CryEngine, which is a really nice engine to present things in.
What I wish I could have done differently is the way I planned the scene.
I had to go back a few times to adjust models so they would tile better.
If I had blocked the whole scene out from the start before I started modeling and texturing I would have saved quite a bit of time. Lesson learned!
I really hope you like the outcome of this! And again, I'm really, really grateful for all your feedback, advice and kind words!
Cheers!
im kinda curious if you did most of your normals via nDo how you got nice edges and corners on props such as the silverish bar that goes across the door or was that a HP and you use ndo on most of the planar surfaces in your lowpoly.
Thank you! :-)
I used nDdo for most of the planar surfaces and details just like you said. The floor was made entirely in nDo for example.
I had to use HPs for the more "complex" shapes. :-)