Ah cool, I love !! Agreed with Emil, I like how clean/crisp this is :]
I think maybe the ceiling beams could use an incremental bend in the middle (but very tiny!) In the concept the tunnel looks a little roundish, but in your scene it's a bit rigid. Also getting some of that warm light on the floor would be good, and this def needs some dust particles at the end xD Can't waittt for more.
@ Jessica - I agree, I'll bend a couple beams and thow them in.
The particles are coming up soon because I'm still avoiding doing my diffuse passes lol. I'm thinking I'll do 2-3 systems; One dust, one embers, and potentially some thing else.
@ Seirei - if you're using UDK; Under the lights properties, make sure you set your light source radius to something small. The little yellow ball around the icon is your light source radius and is where the photons I guess are emitted from.
Very nice... it's really screaming "wallpaper!" to me (hint hint)
I was convinced the lamp/shadow thing was no accident and you actually took notice of the lamps is the first resident evil movie... they used the same principle to have a shadow/light version of the umbrella logo on the wall.
I like the atmosphere in the previous one a little more. The lighting seems a bit too. . noisy in this one if that makes sense. It's evenly distributed in patches along the hallway, and very similar in intensity on both sides.
Also, the normals on the blocks around the lights looks off?
I agree so I pulled out the orange lights on the door and its calmed it down a good bit.
Here's the adjustments. I'm going to noodle around with some stylized smoke for the lanterns and some ground fog to break up the ground just a little bit more. Diffuse/Specs are the only things left after that really.
kk, Big image inc, Let me know which one you like more guys, I'm happy with both to be honest. The only thing I changed between the top and bottom image are the orange lights in the hall have been disabled, the foreground is the same.
The top to me feels more fun and adventurous.
The bottom feels more eerie and spooky.
When I think of the type of hero that would go into this environment I think of the little kid from Daniel Lieske concepts
Even if you wanted to keep the brighter feel of the top one, I'd suggest trying to make the lighting a bit more dynamic in feel. Right now it feels like there are invisible spotlights on the ceiling spaced down the hall. Knowatimean?
Sorry for the delay, Here's what I've come up with for pretty much my final lighting before I move on to my texturing.
Left the rim lights on the beams that I liked and feel like help lead the eye. Also I desaturated one of the fill lights for the hall to get a softer transition from the foreground to the background.
I'd tone that rim light way down, it creates an large area of high contrast values, and I think it's really detracting from the rest of the hallway, not to mention the light doesn't seem like it has a source. I think it distracts more than leads, imho.
Much, much better though, I think. the atmosphere is coming back, the play between the blues and ornges is better, and it's looking less artificially lit.
awsome lighting dude, i think only thing that could do some work is the bricks, cause everything seems so demolished around but the breaks are to clean and even, maybe just give them some damage
I agree those bricks need roughing up a little. At first glance they looked like cinder blocks rather than cobbled bricks to me. I'd also suggest adding a little lighting at the back; perhaps a spotlight on the door or some lighting beyond it. There's some nice detail down there, but its getting lost a little.
I think the spider webs are currently doing you a disservice.
The atmosphere looks great but it would cause light to bounce off those all those little dust /fog particles and cause a volumetric effect from the lights...lights look weird with fog but no volumetric light indication.
@ridvancakir - When people as me what I'm doing, I like to tell them " I'm just makin shapes." I never really know where I'm going; So I just let the shapes and the composition work itself into place.
So my advice is - Just make shapes ; play with colors and get comfortable trying new color schemes.
I've been swamped with other things and kinda forgot about this project for a minute, lol.
Thanks for all the feedback.I just opened up the scene and I took care of most of the crits I received a while back.
I've been busy at work but we're winding down now so I've been noodling on this for a little bit here and there.
Still in the really early modeling phase but at least the textures are all almost finished I just need to put a little more polish on them but I'll do that ~after~ I get everything lit. No point in making a lot of adjustments that will end up being covered or put into shadow.
I need to look into lens effects for when I bring it into UDK or I may just render it all out in Max/Maya. Dunno yet, i'll worry about it more when I get there
Based off of this concept piece. I just loved the colors and I'm hoping to replicate it as best I can in with as little texture/polycount as I can.
I hate it that I can't remember the original artists name. Always makes me feel bad that I can't give them proper credit.
Replies
Great reference art.
Your lighting is using a boatload of colors. I'd tone back the color usage and get the values and contrast reading right first.
I think maybe the ceiling beams could use an incremental bend in the middle (but very tiny!) In the concept the tunnel looks a little roundish, but in your scene it's a bit rigid. Also getting some of that warm light on the floor would be good, and this def needs some dust particles at the end xD Can't waittt for more.
Btw how did you get the light to pick up the skulls to drop a shadow? Every time I tried something like this the light flatout ignored my geometry.
@ Jessica - I agree, I'll bend a couple beams and thow them in.
The particles are coming up soon because I'm still avoiding doing my diffuse passes lol. I'm thinking I'll do 2-3 systems; One dust, one embers, and potentially some thing else.
@ Seirei - if you're using UDK; Under the lights properties, make sure you set your light source radius to something small. The little yellow ball around the icon is your light source radius and is where the photons I guess are emitted from.
Love how the lights create a bat/monster!
Bat/monster was a happy accident, I'm glad you enjoy
Pushed the contrast in my lighting a bit more to match the reference. hopefully everyone approves?
I was convinced the lamp/shadow thing was no accident and you actually took notice of the lamps is the first resident evil movie... they used the same principle to have a shadow/light version of the umbrella logo on the wall.
Also, the normals on the blocks around the lights looks off?
Here's the adjustments. I'm going to noodle around with some stylized smoke for the lanterns and some ground fog to break up the ground just a little bit more. Diffuse/Specs are the only things left after that really.
Here's a little anim of comparison and me trying to break down what's different and how that affects the scene, to figure out why it feels different.
Sometimes less is more. . .
my 3 cents
The top to me feels more fun and adventurous.
The bottom feels more eerie and spooky.
When I think of the type of hero that would go into this environment I think of the little kid from Daniel Lieske concepts
Even if you wanted to keep the brighter feel of the top one, I'd suggest trying to make the lighting a bit more dynamic in feel. Right now it feels like there are invisible spotlights on the ceiling spaced down the hall. Knowatimean?
Left the rim lights on the beams that I liked and feel like help lead the eye. Also I desaturated one of the fill lights for the hall to get a softer transition from the foreground to the background.
Much, much better though, I think. the atmosphere is coming back, the play between the blues and ornges is better, and it's looking less artificially lit.
Add less light near the front and more light near the door in the back to push that focal point more.
This is looking crazy good though. I cant wait to see it textured.
I agree those bricks need roughing up a little. At first glance they looked like cinder blocks rather than cobbled bricks to me. I'd also suggest adding a little lighting at the back; perhaps a spotlight on the door or some lighting beyond it. There's some nice detail down there, but its getting lost a little.
Looking forward to seeing it progress!
I think the spider webs are currently doing you a disservice.
The atmosphere looks great but it would cause light to bounce off those all those little dust /fog particles and cause a volumetric effect from the lights...lights look weird with fog but no volumetric light indication.
Loving the painted look! Keep it up!!
So my advice is - Just make shapes ; play with colors and get comfortable trying new color schemes.
I've been swamped with other things and kinda forgot about this project for a minute, lol.
Thanks for all the feedback.I just opened up the scene and I took care of most of the crits I received a while back.
Still in the really early modeling phase but at least the textures are all almost finished I just need to put a little more polish on them but I'll do that ~after~ I get everything lit. No point in making a lot of adjustments that will end up being covered or put into shadow.
I need to look into lens effects for when I bring it into UDK or I may just render it all out in Max/Maya. Dunno yet, i'll worry about it more when I get there
Based off of this concept piece. I just loved the colors and I'm hoping to replicate it as best I can in with as little texture/polycount as I can.
I hate it that I can't remember the original artists name. Always makes me feel bad that I can't give them proper credit.
And good luck with this, I'll be watching.