Cant help but feel like you got a little too much yellow saturation going on. Get some more blues in there!! I like the lighting you originally had before you up'ed the yellow saturation. Try and find the balance!
First off I want to say thank you to everyone who has helped me along the way for this scene. Polycount is honestly one the best community I have been apart of!
I am going to be adding a few more props around the toolbox and finishing up the side room and calling it done. I will be packing up all the advice that I have gotten here and move it to the next project! So any final crits or something that just looks horrible?
Just did a quick paintover for ya Did a bunch of stuff:
a. leveled it
b.adjusted the bloom on those overhead lights so that they're more like the concept.
c.changed the fog so that it resembles that cyan from the concept more.
d.color graded the image using color balance, so that the mid tones have more cyan in them
e.color graded the image using selective color to keep the yellows yellow.
f. made the floor a bit more reflective like the concept
g. added a bloom on the orange sign similar to the fluorescent lights above.
h. changed the lighting a bit so that there were pools of light followed by pools of shadow, helping to break up the composition of the image a bit.
i. intensified your spotlights so that there were more powerful highlights.
@Lincoln Wow thank you for the awesome paintover! I really love what you did with the lighting so there are darker spots in between. I'm trying to get that same effect in UDK right now. Thank you again, this really helps out a lot.
@Jessica Thank you! I am constantly amazed by your work so I'm really glad you like it..
Feels like a bolt of creativity struck me so I think I can get this done soon!
I don't know if I am completely wrong since noone has mentioned it, however I can only feel that I should point it out just incase .
To me personally, the hand rails by the stairs look too low. The one lowest looks like it would hit your knee if you were next to it.
Asside from that I am massively impressed by this. Specially your floor textures and how the lighting is, to me one of the best types of scenes I have seen .
I don't know if I am completely wrong since noone has mentioned it, however I can only feel that I should point it out just incase .
To me personally, the hand rails by the stairs look too low. The one lowest looks like it would hit your knee if you were next to it.
Asside from that I am massively impressed by this. Specially your floor textures and how the lighting is, to me one of the best types of scenes I have seen .
The yellow ones (first page post) look alright but those blue ones I mean. However it could just be the angle
@mospheric,lordsarum,POFFINGTON: Thanks for the encouragement!
Can anyone spot the scrubs reference?
Once I am done with this scene I would like to do a break down over everything. I learned a lot working on this scene and hopefully someone else can learn from the mistakes I made on this scene.
nice, current colors work well and certainly don't feel tinted.
it's pretty dark though. on my lcd there's lots of pure black places, it's way darker than on earlier shots.
Tweaked the brightness of the overall scene. Next up I think Ill make the hand rails a bit taller and unwrap the last few objects and wrap this thing up(then start the darksiders 2 contest!)
Only critique I have is that the fluorescent lights (?) are really over exposed. They're blindingly bright, but not in the reflection map, and aren't giving off that strong of a light. Seems a bit off-putting to me. Really like the atmosphere towards the back, gives it an interesting feel.
adding on to Daelus' comment, You could model the light properly, with maybe 2 fluorescent light tubes inside a seethrough glass/plastic case. That way the flourescent lights could be overexposed as they should be, but the whole lamp wouldnt look like a lazer beam.
@Daelus Yeah it bugs me too but for some reason the RTT does not show any bloom. I am not sure if there is a fix for this or not.
@Olli. I actually have two light tubes in there now but I will model a glass case to go around it.
If anyone knows if it is possible to have bloom show up in the RTT,I would be very thankful. I can't seem to find an answer or even anything about bloom in the RTT.
Long time no update. After being quite frusterated because the side room I added on never quite fit together with the rest of my pieces(I hid a lot of holes) I re did most of the geometry to snap together better. Also the roof has its own unique texture and a new tileing wall texture. Stairs also where raised to be closer to the concepts.
If you can tell I am going in a new direction with the scene. Now it is more along the lines that this place has seen some action and it is up to the repair man to fix everything in its wake. Soon to be added is glass scattered about the floor, burn marks from explosions and bullet holes.
Well I am glad to say it but I really am done with this scene now. A huge thank you to everyone who helped! While I wish I had more time I need to move on and work on my senior project for school.
I learned so much over the past few months working on this and couldn't have done it without the help of Polycount!
Any last crits are welcome but I won't be able to implement them. Maybe after my senior project is done I will be able to come back to this scene and re do it from the ground up.
In a few days I plan on writing a breakdown over everything about this scene, all the pitfalls and everything I did get right. Hopefully others will be able to learn from the mistakes I made along the way!
Thanks for the honesty, I wanted to have a different take on it by having natural light fill the hallway. If i brighten it up a bit more I could have both versions showing one in the morning with the lights off and one later with the lights on and the door closed at the top of the stairs.
EDIT:Yeah the original lighting shows off the DX 11 image based reflections better.
better but the shadows are still rather heavy, like there seems to be no light reflected off surfaces onto other surfaces. Also make your text a more subtle grey because it just catches the eye too much and makes the environment look worse. Its a great environment, certainly as cool if not better than what I saw in deus ex.
the area to the right side of 01 panel's reflection is way too dark at the moment.
it creates a very clear vertical line of high contrast and eyes gravitate there.
just had a root through this post it looks awesome but i think your lighting could be tweaked a bit. When you had said it was done it looked quality but it looks like you have over thought it. Less is more sometimes.
Try bumping up the global illumination or diffuse to make the shadows a little less dark. My friend who does film editing and all that jazz said that your eyes will always look towards where the main source of light is coming from. In this case i cant help looking at the light hanging from the ceiling so maybe tone that down a little bit. (sounds well nit picky but its just what i think)
Looks amazing though am playin through Deus X at the minute and i totally dig this scene
Thanks for the input,, ill make those final changes.
@Benjam: your right Less is more, I just had a mini panic attack since I want my portfolio to be as best as it can be right now.I just gotta learn to leave whats done done.
Replies
Looking good!
I am going to be adding a few more props around the toolbox and finishing up the side room and calling it done. I will be packing up all the advice that I have gotten here and move it to the next project! So any final crits or something that just looks horrible?
a. leveled it
b.adjusted the bloom on those overhead lights so that they're more like the concept.
c.changed the fog so that it resembles that cyan from the concept more.
d.color graded the image using color balance, so that the mid tones have more cyan in them
e.color graded the image using selective color to keep the yellows yellow.
f. made the floor a bit more reflective like the concept
g. added a bloom on the orange sign similar to the fluorescent lights above.
h. changed the lighting a bit so that there were pools of light followed by pools of shadow, helping to break up the composition of the image a bit.
i. intensified your spotlights so that there were more powerful highlights.
Hope this helps, enjoy!
@Jessica Thank you! I am constantly amazed by your work so I'm really glad you like it..
Feels like a bolt of creativity struck me so I think I can get this done soon!
To me personally, the hand rails by the stairs look too low. The one lowest looks like it would hit your knee if you were next to it.
Asside from that I am massively impressed by this. Specially your floor textures and how the lighting is, to me one of the best types of scenes I have seen .
The yellow ones (first page post) look alright but those blue ones I mean. However it could just be the angle
Also getting close to some awesome lighting.
Once I finish up everything for the hallway I have some some texturing to do in the other room!
Can anyone spot the scrubs reference?
Once I am done with this scene I would like to do a break down over everything. I learned a lot working on this scene and hopefully someone else can learn from the mistakes I made on this scene.
it's pretty dark though. on my lcd there's lots of pure black places, it's way darker than on earlier shots.
@Olli. I actually have two light tubes in there now but I will model a glass case to go around it.
If anyone knows if it is possible to have bloom show up in the RTT,I would be very thankful. I can't seem to find an answer or even anything about bloom in the RTT.
If you can tell I am going in a new direction with the scene. Now it is more along the lines that this place has seen some action and it is up to the repair man to fix everything in its wake. Soon to be added is glass scattered about the floor, burn marks from explosions and bullet holes.
I have a list of eveything that needs to be done to finish up this scene. As I found out lists help!Just wish I had realized this earlier.
I need to
Unwrap/Texture Wall props
Model/Unwrap/Texture celling pipes
Broken glass on the floor
Texture side room props
Texture side room roof
Texture another floor
Burn/Bullet decals
Blood decals?
This is a prop to help break up some of the wall segments, I think I might need to change up the color on them though.
the rest of it looks nice though.
I learned so much over the past few months working on this and couldn't have done it without the help of Polycount!
Any last crits are welcome but I won't be able to implement them. Maybe after my senior project is done I will be able to come back to this scene and re do it from the ground up.
In a few days I plan on writing a breakdown over everything about this scene, all the pitfalls and everything I did get right. Hopefully others will be able to learn from the mistakes I made along the way!
Would love some feedback on the changes.
EDIT:Yeah the original lighting shows off the DX 11 image based reflections better.
it creates a very clear vertical line of high contrast and eyes gravitate there.
i kinda like the natural light on stairs here:
http://i.imgur.com/rNdxI.jpg
general lighting also seems much less messy on it. same goes for older versions from March.
Try bumping up the global illumination or diffuse to make the shadows a little less dark. My friend who does film editing and all that jazz said that your eyes will always look towards where the main source of light is coming from. In this case i cant help looking at the light hanging from the ceiling so maybe tone that down a little bit. (sounds well nit picky but its just what i think)
Looks amazing though am playin through Deus X at the minute and i totally dig this scene
@Benjam: your right Less is more, I just had a mini panic attack since I want my portfolio to be as best as it can be right now.I just gotta learn to leave whats done done.