Hi Guys,
Ive been working on a sci fi scene based off a concept by Razor B im going to use the CryENGINE sdk to render it. This is one a few proejcts im working on to replace old portoflio content.
Here is the concept:
Here is the blockout so far:
Ive started work on some of the materials for the scene here are some grabs of the material previews. Ill try and post some texture flats later on.
Wall Panels:
Trims:
Any critique would be awesome as this will be going into my folio if it turns out well.
Cheers for taking a look.
Replies
also i think you have the proportions of the level off with the character, if this was ingame the character would be a little bit smaller so he wouldn't hit his head coming in and out of the room.
Keep up the good job man cant wait to see this finished!
Here is a shot of the scene in the SDK:
Let me know what you think of the changes.
I have started getting some of this stuff unwrapped and into the engine ill post up some progress shots and some flats in a while.
Cheers
Ditto
Right done some more work on the scene today. Got some of the objects unwrapped and into the engine. Ive set som of them up to check them for errors etc.
Here are a couple of Screen Grabs:
Going to post some updated texture flats asap.
Sorry about the image barrage!
Going to get on with making the remaining textures for the scene over the next week and then get onto unwrapping the remaining meshes and then start setting it all up in the SDK.
Cheers
I have also been working on a new material to be used on the wall by the door and the smaller sections of panelling. I think the spec might need some more work so ill address that later.
Here is a screengrab of the new material.
I am moving on to the floor material and starting to set the meshes up within the engine now.
Any feedback appretiated
Cheers
Here is a new Screengrab of the scene:
Any feedback appretiated.
Cheers
@ Iciban: a great deal of the normals have been created using nDo2, this is my first time in using it this way for a scene. I never got on with crazybump tbh. nDo is pretty cool I've found so far!
Cheers for taking a look guys!
Here is an updated screengrab:
I was having a read about iradiance volumes in the SDK and I had a go at setting one up. Though once setup I couldnt get any shadows working? if anyone knows why this might be I would appretiate some help!
Cheers again
http://freesdk.crydev.net/display/SDKDOC2/Irradiance+Volumes
@e-freak: I was just attempting something different and having a play round but it doesn't seem fit for purpose at all. Are there any engine feature I might be overlooking or you might consider using for a scene like this?
Cheers for taking the time to have a gander, and thanks for taking the time to reply!
Another would be to use manually placed bounced lights, just be careful not have a lot of them overlapping has this eats up fillrate.
I don't think your textures are that strongly saturated that you'd get a lot of colour bleeding. The holographic displays might be a different story.
At the moment im trying to work out how many texture sheets i need to produce to finish the scene off including decals etc. Im planning on using a few decals to add some grime in places and wall signage etc. trying to get as many assets as possible per sheet without compromising on quality.
Ill post some more progress later. Going to try and get another map and few objects completed today!
Here is the new floor material:
Here is the floor material applied to the mesh:
Here is an update of the scene:
Again any comments appretiated
Cheers
If anyone has an Crits or comments it would be awesome as this will hopefully be going into my portoflio.
Cheers again for looking!
Otherwise I really like the details so far
Matt.
Here is a new material that being used for the last piece of flooring and soon for the door frame.
And a new render of the mehs with new material:
Any feedback or crits appretiated!
Cheers again.
Been a bit busy so not a huge amount of progress! I have updated the latest floor material however. The staining on the floor looked rubbish so its been changed and some additional specular details have been added.
I have also taken some time to take a step back from the project have another read through the posts and review the critique given so far. I still dont know how I feel about the scale of the scene and the door way in relation to the human scae ref. What is everyone elses opinion of the scenes scale?
I am also at a point where any crits will be really helpful so if anyone has any crits or comments on the scene I would love to hear them!
Cheers!
Are you using an environment map at the moment? Might be nice to get it looking really shiny. Try increasing the specular slightly and tightening the spec power to give it that extra 'sheen'.
One of my main criticisms is composition of the scene. Whilst the assets are nice, the scene itself looks a little 'flat' at the moment, like an old Half-life level. Looks more like its made of brushes than individual assets.
Try making some modular pieces and connecting those up. Perhaps some flat wall pieces with little shape variation, and then some pillars coming down. Then you could change some of the flat wall pieces for more detailed sections like with pipes or panels alongside the wall, for a bit of variation.
Perhaps work on the lighting a bit more too. Decide on a distinct direction you want to take this. Think about where the scene is set. In the concept, there is a slightly fog/mist, and the lighting is very moody and sort of creepy. Perhaps a Dead Space vibe would be good here, more along the lines of horror? Making some light models would help to define the lighting.
I know its a lot of criticisms but they're all constructive to really help make this scene shine, it has a lot of potential. Nice high poly-low poly baking!
I think you need to break up some of the straight lines, if just with some colour. The yell tips on the base of the wall pillars, would break up some of the floor/wall lines as well as giving variety.
you could add a hint of a pillar on the right wall as well. given that the pillars are quite straight it seems odd that these pillars are only on 1 wall.
The small lights could have some emissive lighting, but also there's some wall sections without light, although this would be dull if everywhere I think you need to consider where these tiles are placed.
I'd suggest adding a few more points of interest to the scene, the plane on the wall could be a poster/propaganda/advert/game hint etc.
There's some alignment issues between some of the horizontal banding on the wall tiles towards the door at the top
Cheers again for the crits ive been working on some of the pointers given. Ive had another look at the lighting and addressed some issues with exisiting materials.
I have also had a look at the other end of the coridoor thats not in the concept.
Here are the updated screengrabs:
And here are the updated materials:
Cheers again for looking and if anyone has any crits or feedback I would love to hear them!
how do you feel about working with CE3 so far??
Right now theres no gradation in your shading, once you have the glowing panels in place you could add some blue lights to break up the uniform lighting along the hallway.
Another idea would be to change the colour of the light you have coming from the right side to also break up the shading, maybe a more saturated orange to compliment the blue in the hallway.
@Ark: Thanks for taking the time to crit dude, the fog is a bit OTT at the moment and needs to be reduced slightly im going to spend some more time bringing this under control. I like the idea of Orange lights and the smaller blue ones for the walls. Ill give these a try and post an update later mate! Thanks again!
@Jessica Dinh: Thanks re the specs, they are something ive always found really difficult and still feel as though I could improve on them. Im going to have a look at the fog and try and tone it down, regarding the saturation issues im not sure about how to address them, I think the concept get a gret deal of its vibrancy from the lighting so I think ill try starting to sort it from there.
Thanks again for looking guys! If anyone else has crits and feedback the more the better! really want to make this a scene I can be proud of!
Cheers!
What do you guys think??
really great for adding depth and could work well here. I would imagine there are some already in cry engine or a shader that uses depth biased alpha somewhere to be found.
@Iciban: Cheers for the crits! Im currently looking at what kind of items I can add to make the scene look more lived in and have more detail im thinking maybe some medical supplies on a trolley or something like that. nDo2 is really powerful man, there is a big thread on here going somewhere check it out. Its current form is an app that works in conjuction with Photoshop, I really love it.
@ageshero: Cheers for the comments man, its nice to think some likes what im making! thanks for looking!
Thanks again for the comments and Crits guys!
Keep em coming, im going to have some more progress later hopefully as Ive made some changes to the lighting etc.
Cheers
-Ive tried changing the light colour a little to some deeper blues and added some orange to the main light.
-Ive reduced the global fog level as it was overly harsh.
-Ive added some ground fog to the environment that fades dependant on camera position, this particle system ships with SDK.
Here are the updated grabs:
Anymore crits or feedback appretiated as they are really helping!
Cheers again.
Cheers!
Any crits or comments appretiated!
Cheers
What kind of theme are you going for? If your going for a more scary look. Something like dead space would be cool. Darker, some blood stains, broken pipes. Stuff like that
maby crank up the spec by about 100%, this would get some more volume in here.
like that render of the wall/floor with the footprints on it, that one +30% spec and normal intensity should bring this to life a bit more.
right now it looks nearly like a max render, and i know CE3 can do a lot better than this :P
@Goeddy cheers the crit man, ive made some alterations to the materials ive attached some updated screens so let me know what you think!
Here are the updated grabs, ill have some new materials and updated meshes to post up later.
Again any crits please let me know.