Hey Polycount!
Just want to share with you guys what I have so far on a project im doing
Im looking for some feedback and critiques if possible
Heres the concept
Heres what i have so far
Also does anyones know what i can do with tiledshot in udk because it destroys my light shafts? Is their another way of getting high resolution shots with the light shafts in them?
Replies
I'm not quite sure, what's going on, it's probably just mostly lighting issues?
I am so proud of you
Only issue i can see is the yellow gold like material, I buy in the part with the skulls, but I dont in the arrows spikes etc
Perhaps some dirt, grunge etc in the bottom will help, you have blood and dirt in the walls coming from the roof, but none in the floor, I think it could use some, specially in the parts where the wall meets the floor. And some scratches etc lets call it weathering in this areas would help too, if we assume this is not a brand new hallway this areas close to the floor would get more scratches etc due to human use. Just check your room, any object is almost always more dirty, scratched etc in the bottom than it is on the top part.
anyway! In general is looking awesome!
To the left, there are gold spikes going into a grayish material, i think showing how they connect, like some kind of indent on the gray wall that might have indicated to the builders "put spikes in these slots". In the concept there is a rim around the bottom of each spike. That accomplishes the same thing.
What's your poly? I just wondered if you are gearing this to MMO or console.
ANYWAY, I'm so glad to see you continue to work on stuff, keep going I know you have the resources to improve even further.
This is really impressive. See, already you are doing work ALONE better than what we graduated with together!
Keep us updated!
Much of the paintover was to give a little more focus, and some more atmosphere. more smoke, more fire tendrils, and a smoke haze to the light beams.
Also you're getting some really heavy aliasing on your edges, might wanna look at starting some anti aliasing to help compensate.
It's mostly more polish that needs to happen now, to really make it great. Glad to see you already are pushing new art out too! Really great to see, keep going!
First of all, look up 'warhammer khorne', you can get a lot of palette, material, and symbology correct.
The large wall pieces on the left are the 'symbol of khorne', your interpretations are a bit loose and stubby.
The gray material should be a somewhat grundgey, darker marble (with a specular to reveal stacks of skulls of you want to be spot on).
Model in that hanging cage!
less low chains in the distance.
clutter the floor a tad with fallen chains/hooks
Floor material is too clean. Break it up with cracks and destruction. Giant beasts roam these halls.
Skulls on side trim are flat, and don't fill the background. These should appear as stacked skulls, tightly packed into the trim area. No flat, unused space.
Detail, dirt, AO, etc, to fill in those corners/edges where materials converge, especially floor/wall transitions.
Gold could be more gold. Reflective, shiny, hot spots
Model those arrows out on the wall. It's really flat looking
Nice work though really matching the concept pretty well so far.