hello guys, working on a new scene here
its based on two concepts from dead space extraction:
its two concepts of the same place, from different angles. there are some discrepancies between them, so im trying to have them blend in the best way.
havent got much yet, this is what i have so far:
theres no skydome yet, the color scheme still has to be fixed, so much to do yet. just showing some modelling, texturing and composition, and asking you guys for whatever crits you might have... having other eyes look at what im doing usually help ^^
cnc's more than welcome
Replies
there are some spots where the textures are kinda sloppy... i plan on giving them some more texture love after ill have the whole scene placed. sort of like refining it all.
I'll hold off major critiques until you've come a bit further with it
Just be wary that some of your textures are looking a little dark.
Remember that the diffuse colour of your texture is how it will look when fully lit. Your dark buildings and plant pots are not going to be picking up much light compared to the ground - whereas the concept has these objects a lot closer in tone.
I hope that helps anyway!
updating:
added ceiling, lamp poles next to the police building, dead space crates (which arent in the concept, but i thought would give a nice touch... planning on adding a broken variation scattered a bit around), small props like cups on tables; fixed the scale on the floor tiles, played a bit with lighting and some textures.
have to fix the tree foliage, its VERY dark after building the ligthing... must have forgotten to add lightmaps. will try and fix it tomorrow
crits are welcome ^^
yea, gotta work the speculars a bit better... leaving this to the end, focusing mainly in blocking the scene as a whole, having it finished, then in the end giving it some texture love ^^
update:
still havent added any decal to the scene (im thinking of getting a somewhat different look from the concept, give it a bit more of a gory feeling), neither post processing. still have to make a skydome (as it stands its just a volumetric fog); and as said before, make the textures better, fix some reflection vectors, change the texture in the vector so that tiling isnt so obvious, and some other fixes. but mostly, GET DIRTY AND BLOODY ^^
crits are more than welcome
- D. Carmine
wtf is wrong?
i dont know if a) there are way too many shadowmaps;
b) my pc is way too old and cant handle this anymore;
c) for some weird reason, i got unlucky.
if anyone can help, id greatly appreciate... tried lowering down the lightmap resolution on most of my props, to no success yet...
edit: well it seems its my computer... anyway, found this on duh inturnetz:
"buy memory...
other than that, try to create a lightmassimportantvolume to restrict the zone. If it still crash try to build the light by selecting half of the scene and the other half after."
will be trying it as soon as im done with watching this episode of GoT... and will let you guys know how it goes
Other than that, I don't really know how to fix it. Making a smaller zone? Lowering the lightmap resolutions?
Out of curiosity, what kind of PC do you have, and is there any kind of budget for upgrades or perhaps a new system? Also where are you - just the largest nearby city will be fine. I have an old GeForce 9600 that you could borrow for a bit (I would want it back because it's a backup-card for two boxes here).
tried the "solution" i found on the udn forum, and it worked - building the lighting in "sets": half the scene first, then the latter half. at least it will work until i get myself a new pc xD
im working on a laptop, windows xp SP3, 2 gb of ram, core2duo T5670, with a radeon mobility HD 3430. just by saying these specs feels like im back in the 90's hahahahahah
thanks a lot for it, thats why i love polycount but dont worry, ill be fine ^^ planning on getting myself a new system soon, so i can get rid of all these problems :S thanks a lot again for being there
starting to turn it into some sort of bloody mess :P found tav's blog (he was one of the environment artists for dead space), and it served as a good inspiration:
http://www.tavshande.com/2008/ds/wires/
You get the "Lighting build failed. See log for details." message if you run out of RAM - a problem that I promptly solved using an ingenious solution... by upgrading to 16GBs 0_o
Edit: Your scene is coming along nicely by the way!
so, if im not mistaken, since my last update (wow, feels like ages ago), i added a post process chain, loads of props, decals, dirt, texture retouching (some felt really bad, and didnt read as well as i wanted them to - eventhough i still think theres room for so much improvement), new dynamic skydome, fixed some issues i was having (didnt find a definitive solution to the video memory problem tho... now anytime i wanna build lighting, i have to go to the lightmaps package, delete all the lightmaps and shadowmaps and bake it from scratch lol)... and some other minor things.
sorry for the crappy jpg compression, will be taking some hd shots when im done with it :P
will be upping some other screens later, for now ill post this
crits and comments are more than appreciated, would really love to hear from you guys ^^
edit: lights are not built. will be posting later closer shots, with built lights.