Hi there, so i've been working into this piece for a while and i will already admit i've become very lazy... so this is infact my attempt to break out of the laziness and get neck deep back into my work... here's my high-poly so far and i'd love some feedback... perhaps about scale, some ideas to put in this which isn't in the concept as well... there are areas in the concept i can't quite make out myself but my mind is full of ideas which unfortunately just aren't transmitting efficiently onto paper or onto a canvas for me haha... so any help would be most appreciated
The concept by Mensaje Pagina Juan
My most recent high poly WIP.
There are several parts of this concept that i couldn't quite work out i.e. the centre ornament piece... so i had to try and re-interpret it... so some crits about it not looking the same wouldn't quite help me but what would be most helpful is if people think it's not quite working... then i'd be more than happy to change things if people can provide me some reference to work from xDD or just ideas in general haha.
Here's what the centre ornament looks like on the top
C&C soon please
Replies
add more sub-divitions and define more detail.
Btw, I think the back wall is to far back (The one with the door) compared to the concept. Good job so far, keep at it!
Edit: also, when presenting your high poly work, make sure to show some with out any wireframe. (Also do what Alberto said and add some more sub-divisions because I can't really see none.)
- The hole in the middle piece is too big, in the concept art, all the pieces around are curved inside, not chamfered cubes
- There's too much space between the main door (talking about the corner)
- The "TV" is too wide, make it higher, not larger
- Reduce the space between the modular pillar and the mirrors, mirrors are close to the pillar on the concept art
- Pull down your "top generator", it's suppose to be bigger
@josh
Yeah, my edge loops are quite tight so that's probably why it doesn't too that high poly, i'll untighten some areas
Also, sorry about the bad lighting... just wanted something in there. I'll fix it for the next update and same goes with anymore wireframes on the high-poly. (guess i still thought it was neccessary to show for some reason xD)
@megalmn2000
alright, thanks for the scale tips... now that i look at the top generator it looks absolutely different in size haha, i'll fix that for the next update too ... also in response to the back door in the scene, someone on game artists (A experienced illustrator) told me that the back door should have been pushed back a bit because it would confuse viewers on what the main focus of the image would be... but it was in fact closer before... but if you think the backdoor's not working too well further back i'd be more than happy to change it back?
keep em coming guys, next update will be up soon n_n
more C&C welcome.
Also, the wall panels are missing because i'm going to remodel them again...
It's not finished (far from finished anyways)... but it's a check point for where i'm going with this...
So this is the furthest wall in the concept... i thought it'd be nice to start with it since the door itself attracts a lot of focus to this concept...
C&C very welcome.
Ok, you win.
I've nullified my scratch details and added a few bits and changed a few things too.
Hope this is a good start in the right direction.
C&C welcome
So i'll try define a focal point of this image now and I'll cut down the blue neons no problem.
I did think about just using UDK lighting to bring the lights of the door out... just wasn't quite sure (i guess the thrill of using a glow map is what drove me to do it haha.
Also, when you mean the material around the door do you mean the framing which goes around the door and light?
Also, for the left side which i've mentally named the "control panel thingy" haha... the patterns are quite noisy but i was kinda hoping that when i bake it in and texture it a bit... perhaps i could drop it's focal disruption with a bit of shadow toning work? or would you say it's probably better to just come up with a different use for that panel? or would it probably be better to make it look as dirty as hell (dirt covered dustiness) kind of thing to drop it's shiny attraction?
Thanks for the feedback
here's my current progress... being perfectly honest i hate how iv'e textured the wall on the left (the control panel) so i intend to redo it so i would appreciate some great ideas and crits for approaching it again... other than that all other C&C is very welcome.
So i've been here and there for the last week so haven't put loads of attention into this but i've basically finished blocking out where things go (geometry wise) in engine now... now it's really just about polishing up these textures and making the lighting/post-processing of my level look good, also only geometry based bits i'm still meant to put in is the cables and some more foliage.
C&C very welcome still
added the cables, adjusted some of the lighting, added a few assets, redid some textures/geometry, created a extended corridor to the concept with modular pieces that i've made.
Still got a few textures to fix and polish up... then some post-production nodes and animated textures since the lifelessness of the lights really annoy me because they don't sell the idea of energy flowing through them.
Still a WIP so crits are still welcome.
I've hit my bandwidth for this month sadly so all my images are blocked until the end of the month (rage)... but i can describe my current update... i've added a lot of changes to materials recently, reflection, etc... i've tried to change some of the black bits but unfortunately it just doesn't look that good? this scene was originally based around metalic based colours so it looks absolutely weird breaking from it (i've tried going to blue, orange, silver, red, etc) but they all failed visually when i placed the new textures in engine... but i've tried to break up the darkness by lightening the floor panels, walls etc and giving it a better variation in tone? hopefully that'll work out...
i'm currently dumping my movie frames so i'll have a video up soon.
@Saso, That's actually a nice idea... i'll include the changes in my next update after the movie file
CC very welcome!
http://vimeo.com/32489297