I have been working on getting all my props on shared texture sheets and blocking out base materials. I have everything unwrapped aside from a few odds and ends. now its time to start putting it all together
My one Concern is this blown out highlight that i have in each of my materials i am pretty sure it has to do with my specular power being set to 100, but i am not sure how else to get a tight highlight like the concept without using 100. Please let me know if anyone has a fix!
I love it! Especially the concept that is pure awesome!
I also love the planning, nicely done.
Crit:
I think the locker doors are a bitt too rounded and the gaps between them are too big, its kind of ruining the packed, overinflated bubbly feel the rest of the environment has going.
Pretty nifty design. Might be nice if you added some borders and other lines running around the tiled floor with some curvyness as a way to help tie everything together.
Really great stuff, you picked an excellent concept to work from. A little late for this project now, but on the next one you start try and take a more careful look at scale. If that character is scaled to his default size, remember that a standard 128 block = ~8 feet tall. On that scale I'm guessing the walls are more like 256 units tall, making them more like 16 feet high. The UT3 character (who is above average in size, at least 6'2, probably bigger), in your scene, looks like a child. Especially here:
The upper door lockers would be completely inaccessible to him. and likely the sinks as well.
Since this will probably never be a playable area you could get away with simply scaling up the ref character with respect to the scene and call it good for showing it off, but any in-game footage is going to look very weird.
Small point though, and really more of a preparatory concern for your next project. The individual assets here are executed with aplomb.
playing with lighting and post processing. i have yet to bring in the smaller details like the numbers and posits on the lockers they will come soon.
(gauss) Thanks for the break down. i have tweaked some of the scale since that image but, the ceilings are still quite high. i will be paying more attention to the ceiling high next time around.
Replies
Keep an eye on the Tile grout thickness and color. Your concept is quite subtle in comparison to the other elements in the scene
http://www.rimmergil.com/#/content/ARTWORK/Art%20Direction/Nutty%20Professor/Environments/
ceiling Material
nice shader set-up. Shiny is awesome.
My one Concern is this blown out highlight that i have in each of my materials i am pretty sure it has to do with my specular power being set to 100, but i am not sure how else to get a tight highlight like the concept without using 100. Please let me know if anyone has a fix!
I also love the planning, nicely done.
Crit:
I think the locker doors are a bitt too rounded and the gaps between them are too big, its kind of ruining the packed, overinflated bubbly feel the rest of the environment has going.
Pretty nifty design. Might be nice if you added some borders and other lines running around the tiled floor with some curvyness as a way to help tie everything together.
The upper door lockers would be completely inaccessible to him. and likely the sinks as well.
Since this will probably never be a playable area you could get away with simply scaling up the ref character with respect to the scene and call it good for showing it off, but any in-game footage is going to look very weird.
Small point though, and really more of a preparatory concern for your next project. The individual assets here are executed with aplomb.
(gauss) Thanks for the break down. i have tweaked some of the scale since that image but, the ceilings are still quite high. i will be paying more attention to the ceiling high next time around.
add some blood :P
I can dig the monochromaticness but i think some other colors to break it up would be killer. Good work