excellent work! I love the materials. Just a minor note, I think most english speaking people would call this a "construction yard" or "contruction site" rather than a "building place".
Good work so far. This has the potential for greatness, but your not there yet.
This environment feels a little bland. I know it's a construction scene and that will be dusty and tan, but putting it in a desert like scene with no interesting foliage or backdrops is diluting it. it has not contrast to it and no focal point.
What you could do is using some more dramatic lighting angles and add a lot of shadows where you can place blueish lights. Maybe consider making a more interesting skybox. You could add contrast by making roads and path. Showing off some of the interiors would give you a lot more to work with.
If your going for a more artistic look, try looking at how they did it in Halo: reach with boneyard:
Contrast:
Skybox:
If your looking for a more realistic style, then look at battlefield 3, Damavand Peak has a cool looking construction site below the peak and the oilfield map really nails the desert aesthetic:
So, to reiterate, add more color! How? Use contrasting lighting, add foliage and interesting terrain, make a more interesting sandbox and atmosphere, add some roads and paths, and try some interior modeling because that opens up a whole new range of possibilitys.
More technical issues:
The concrete slabs that make up the floor have this gradient over them like they are meant to be walls. they are dirty toward the bottom so it doesn't look right.
Your plastic fences have some issues with mip-maping transperency, IDK exactly how to remedy it in UDK, but you might want to look into it.
Thanks guys and sorry for long absence but i have small christmas breake.
This environment feels a little bland. I know it's a construction scene and that will be dusty and tan, but putting it in a desert like scene with no interesting foliage or backdrops is diluting it. it has not contrast to it and no focal point.
What you could do is using some more dramatic lighting angles and add a lot of shadows where you can place blueish lights. Maybe consider making a more interesting skybox. You could add contrast by making roads and path. Showing off some of the interiors would give you a lot more to work with.
Amazing job on the atmosphere. Looks cold, and almost early morning, as if dew and mist would be everywhere and the player could see their breath. Really good.
I think the composition is really nice, and it feels like a big mess (in a good way :P).
I'm with Ged on the previous colors looking better. The newer color scheme makes it look a little more depressing, but maybe that's what you're going for.
It is looking pretty nice, I would have liked to see more color though. It still is missing that little bit of flavor in the textures. Maybe some spray paint decals that construction worker would use. Overall though it is a really nice piece of work.
Replies
This environment feels a little bland. I know it's a construction scene and that will be dusty and tan, but putting it in a desert like scene with no interesting foliage or backdrops is diluting it. it has not contrast to it and no focal point.
What you could do is using some more dramatic lighting angles and add a lot of shadows where you can place blueish lights. Maybe consider making a more interesting skybox. You could add contrast by making roads and path. Showing off some of the interiors would give you a lot more to work with.
If your going for a more artistic look, try looking at how they did it in Halo: reach with boneyard:
Contrast:
Skybox:
If your looking for a more realistic style, then look at battlefield 3, Damavand Peak has a cool looking construction site below the peak and the oilfield map really nails the desert aesthetic:
So, to reiterate, add more color! How? Use contrasting lighting, add foliage and interesting terrain, make a more interesting sandbox and atmosphere, add some roads and paths, and try some interior modeling because that opens up a whole new range of possibilitys.
More technical issues:
The concrete slabs that make up the floor have this gradient over them like they are meant to be walls. they are dirty toward the bottom so it doesn't look right.
Your plastic fences have some issues with mip-maping transperency, IDK exactly how to remedy it in UDK, but you might want to look into it.
How so? What do you mean by clay-looking? It is more stylistic than the others in the series.
That's beyond the point, which is that Boneyard has a lot of contrast and feels more cohesive. The specifics will differ from scene to scene.
I working on this, when i finish i show you shots
Finally I finish, below you can see result.
[ame="http://www.youtube.com/watch?v=2o9J7NSJ6wQ"]Construction Site - YouTube[/ame]
Last time I update my blog and upload new screens.
http://michalmoska.blogspot.com/
Btw, how did you approach the terrain? Static mesh or terrain actor?
I'm with Ged on the previous colors looking better. The newer color scheme makes it look a little more depressing, but maybe that's what you're going for.