Hey! This is an environment I just finished up as a personal portfolio piece - hope you enjoy! Any crits or comments are welcome of course.
Some details: Everything was modeled out in Max and Zbrush, textured with photoshop and crazybump, put together in UDK. Cant take credit for the skybox as it came with UDK
but im gonna try and make a custom one for my next environment.
Anyway, here it is:
*Updated beauty shot:
A shot of the filler props:
Some Shots of the Dropship:
Replies
Any how, great details! Great execution!
kinda reminiscent of crysis 2
The colours in the alien ships material are particularly cool.
Is the large ship in the distance a unique mesh or the small one scaled up?
as a newb i would love to know a bit more about how you did your buildings.
- The concept is mine, although i didnt paint anything, just drawings on my own.
- The large ship is a bunch of the drop pods put together ;P I thought it looked cool and accomplished the effect i was after - if i had more time i would make a unique prop though.
- Yea, I went back and forth on the lighting from being lighter or darker, and finally settled on it being a little more dramatic, but im sure i could still tweak it.
Thanks for the feedback everyone!
Once the modular building piece is put together, i can then export the whole thing into unreal - then i clad them together to make larger buildings:
Lighting could use a bit more contrast and should highlight some objects of your scene better. Maybe add a fire next to the drop pod to focus the viewers attention there.
Just nitpicking...
Also i would suggest reducing the amount of highlights painted along the ship's metal edges, there's really no need to and it just contradicts the global lighting.
Gonna call this is done for now and start on my next environment..
heres the updated beauty shot:
Hey it works, that's all you need. I only asked because I would have done the same thing, you rarely are afforded the luxury of creating everything uniquely for a project.
I do want to comment on some of the textures though. It's only seen in the second shots after you brightened up the scene. I think the flats you posted serve their purpose really well, but the textures on the road, sidewalk and wooden electrical pole are really noisy and there's some obvious mirroring on the wood which is made worse by being so close to the camera. Part of the problem with so much noise is it makes things look low-res and detracts from any detail which may be seen otherwise.
In the end though, I think the strength of all the other elements come together well enough to alleviate some of these issues and create a really strong scene, and focusing on these issues is really nitpicking.
Awesome work!
@paulsvoboda - yea the mirroring on the electrical pole is unfortunate and ill try and cover that up - as for the noisy textures, ill try toning some of them down and see how that looks!
@adam - i dont have any true effects in the scene - the smoke in there now is static, ive been meaning to go through some UDK effects tutorials for a while because it would be really cool to have real effects going on.
It's such a small, lame nit-pick, but I figured if this is going to to be your main shot, maybe touch up your tiling / butterfly effect wood texture.
Anyone running and gunning through the scene wouldn't care, but since this is a static screenshot, it's a little more glaring.
Awesome job either way
- Turned the electrical pole around so it doesn't show mirroring on texture
- Reduced noise in road, sidewalk, electrical pole wood, and crater textures.
Great work, especially on the ship/drop pods
While this looks great, it doesn't make a lot of sense, physically. This isn't something I'm nitpicking as an artist or science buff, it's just something that jumped out at first glance. If you buried the pods up to the center mass circles on the sides, it would look far more convincing IMO.
My only critique is it makes me feel bad.
Wowed Out Loud
When I was using the C'Bump I would layer out my images and normal separate pieces and then overlay them in PS What was your workflow?
What was the turnaround for the scene? (time wise)
The dirt pass feels a bit even across everything in the scene personally, but its still a nice piece.
Is the road terrain? Or just a collection of static meshes?