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[UDK] Sci-Fi Japanese Subway

Hey Polycount!

For the past two weeks I have been working on a small environment for fun. I'm still learning the UDK and this is my first environment in the unreal engine so I would really love some feedback or tips!

The original concept was done by the amazing Juan Martinez Pinilla (check out his website here! http://www.juanmp.com/)

Here are some images of the scene, hope you like it!

subway_web01.jpg

subway_web02.jpg

subway_web03.jpg

Thanks for checking out the thread!

Replies

  • Seirei
    Hm I'm probably nitpicking, but in compairson to the concept this looks a little bit cramped and dark. Even though this is kinda fitting I think it could be still a little bit lighter in there.
    Also the 'floating' text on the left could probably use a little bit of work too. Maybe it's just me but I think it would be nice to see that it's more than just a few flying letters, because I'm sure it's supposed to be some kind of glass that has them projected to it.
    Oh well that's just my humble opinion. Other than that I realy like this and you've got it very close to the concept!
  • Nielsen
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    Nielsen polycounter lvl 8
    Looks like a solid scene and with a few tweaks could become a real good looking one!
    What strikes me most when I see the images is saturated green. In the concept art this leans more towards fluorescent lighting, which I think your scene would benefit more from.

    (take a look at http://www.itchy-animation.co.uk/tutorials/light04.htm !)

    Your scene also lacks a clear subject matter. Clearly it should be the train but it's drowned out by the green haze that covers everything. Having reflections on the train helps but you could try adding different lights for the central part of the tunnel. (bright white highlights?)

    It seems you've invested in a lot of details on the ground floor - which is good! - but those are drowned out a bit by all the dark shadows. In the concept the floor is still reflective, not sure if you want to go that way but some contrast with lighting / reflections on the floor with mayhaps a few puddles of water lying around might be cool and help lead the eye around the picture.

    Lastly, adding a bit of life and depth to the picture with the help of lensflares, local fog / steam / newspapers blowing around will help your scene tremendously!

    Keep it up, the groundwork is there!
  • praetus
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    praetus interpolator
    Not sure if you're aware, but the text you're using on the orange tvs is rotated 180 degrees. The green text is correct but you need to fix the orange sets.
  • biofrost
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    biofrost polycounter lvl 12
    I would change up the lighting a bit. The green as others have said kind of hides the train and just overall feels much darker than the original concept.
  • Ark
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    Ark polycounter lvl 11
    You have a nice complimentary harmony going but the saturation is just too strong. Tone it down and get a bit of distance fog in there to break up the composition and let the materials on the models to shine through.
  • Razorb
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    Razorb polycounter lvl 15
    Yea I am just re iterating what other people have already said :) but in paintover form! nice work tho, tweaking the current scene is a really fun stage!

    paintoveea.jpg

    hope it helps a wee bit
  • plyrs
    The Japanese directly above the train is fine. However, every other place you have it is both backwards and upside down.
  • Wonkey
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    Wonkey polycounter lvl 10
    I agree with the others, mostly bring the shades away from pure black, and make the train texture more interesting, or at least more reflective.
  • SgtNasty
    Agree with everyone as well. Green light is too saturated, shadows too dark.

    I think the scale of the train is also off. It looks like it's too small, make sure you check it.
  • SnowInChina
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    SnowInChina interpolator
    hm

    dunno, but in comparison to the bin the train looks really small
    and like others pointed out the whole are looks really cramped
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