here's an update on the statue: bout to take a break, just need to make a couple of adjustments and align somethings. and start on the other 2 statues.
this is BTW a set of 3 themed after the 1984 motto... War is Peace, Ignorance is strength....
Been following the whole thread, in fact, I find this all very useful since I'm about to start an Art Deco environment of my own of sorts. The decopix.com link was invaluable.
Like others mentioned, I think the biggest weakness in the scene is the level design and composition. The modeling and assets are very top notch, no doubt, but the current layout has me a little bit confused. I think your sense of scale isn't conveying what you might want it too. Like someone else mentioned, the pillars are huge, and block a ton of screen space, but some of the things I thought would convey this sense of grandeur, like the globe, and up seeming kind of small in the actual scene. I would love to see if you could find a solution to this - my personal advice would be to move the ceiling another player height or two higher. I understand what you mentioned about government buildings not always being humongous, but right now it feels like a hallway, or like someone else mentioned, a subway.
Keep up the good work, though, I'm really excited to see more progress on this.
Been following the whole thread, in fact, I find this all very useful since I'm about to start an Art Deco environment of my own of sorts. The decopix.com link was invaluable.
Like others mentioned, I think the biggest weakness in the scene is the level design and composition. The modeling and assets are very top notch, no doubt, but the current layout has me a little bit confused. I think your sense of scale isn't conveying what you might want it too. Like someone else mentioned, the pillars are huge, and block a ton of screen space, but some of the things I thought would convey this sense of grandeur, like the globe, and up seeming kind of small in the actual scene. I would love to see if you could find a solution to this - my personal advice would be to move the ceiling another player height or two higher. I understand what you mentioned about government buildings not always being humongous, but right now it feels like a hallway, or like someone else mentioned, a subway.
Keep up the good work, though, I'm really excited to see more progress on this.
Yeah, this is very true, i saw this when i came back and looked at the scene earlier this week. This is why I'm adding the statues to scene. I'm making it more into like an exhibit; showcasing the philosophy of big brother. I plan having the statues surround the globe, to emphasize it a bit more. I'm also messing with height, i added another arch in the middle of the ceiling... so that lifted it up, now it feels 'granderrr'.
love the modeling but the statues anatomy is a bit wonky at the top.
Did a quick overpaint ( not a 100% accurate either but i think this would already help)
this is looking great
the only thing that is bothering me is the sky light for me need a little more horizontal structure
I love the Art Deco feel to this keep it up
I have to say this is one of the best environments ive seen in a while. This is going in my inspiration folder. My only complaint so far is the statues in the first image you posted in the doorway look like there kinda about to fall over in the position you have them.
The pectorals on the statues are just.. outright strange. Unless that's your intention, I'd take a serious look at where/how the pecs and deltoids connect, and look up some reference of someone in a similar pose.
Otherwise this stuff is top notch, I'm really impressed.
Well it was pretty much a simple scene capture actor to a cube map. about 512 in size... i still need a lot of polishing of all the effects.
bout to start on the signs that are left to do and banners and carpet.
bake the statues... need a new piece that i just thot of... a front desk. but it should be simple. and maybe i can start closing this thing up. (for real this time, i'm excited!!)
also: im leaving the statues for last (so i'll fix the issues then... ) just running thru the whole level to do some crunching and polishing. been tweaking textures, importing the last pieces (the ceiling lamp) just added some sounds mostly all place holder textures are gone.
Thanks for the reply back. I should have know it was a cube map, but it turned out really great. Just watched the second video you just posted and the like the subtle swinging of the tapestry and trees. It really adds to the scene. Excellent work.
On the low poly of the statue, from this angle, the elbow region on the hind arm looks a little narrow. It looks a little bit better on the high, but all I think you would have to do is lower a few of those verts on the underside of the arm and it wouldn't stick out at all. Granted it is stylized, but with the knee-to-calf being proportioned realistically, i think it makes sense to continue that trend.
But petty nit-picking aside, dude, you've got something great on your hands here. Finish strong!
Yeah Robat, i know what you mean. It was throwing me off earlier, I think it has something to do with the shackle, it being there shortens the forearm. And from that shot it didn'd help either since the arm was coming foward. Thanks for kind words!
looking again at the previous render, I think the rim light was throwing me off a bit. The highlight blended in with the BG color, and I didn't take a good look at the wires to catch myself.
Its so obvious how much hard work has gone into this, you've done a fantastic job!
If I really had to nit pick on this one, I'd say you could do with some different colour lights, I think with having all this gold and orange lights its almost too saturated with orange, It'd be nice to see some light falloff from the monitors and maybe even turning some of the lights into a light blue.
Though really, I could be entirely wrong, but I'd be interested in how it looked.
Replies
here's an update on the statue: bout to take a break, just need to make a couple of adjustments and align somethings. and start on the other 2 statues.
this is BTW a set of 3 themed after the 1984 motto... War is Peace, Ignorance is strength....
Freedom is slavery.
It was your suggestions, dood! lol thanks man!:)
Like others mentioned, I think the biggest weakness in the scene is the level design and composition. The modeling and assets are very top notch, no doubt, but the current layout has me a little bit confused. I think your sense of scale isn't conveying what you might want it too. Like someone else mentioned, the pillars are huge, and block a ton of screen space, but some of the things I thought would convey this sense of grandeur, like the globe, and up seeming kind of small in the actual scene. I would love to see if you could find a solution to this - my personal advice would be to move the ceiling another player height or two higher. I understand what you mentioned about government buildings not always being humongous, but right now it feels like a hallway, or like someone else mentioned, a subway.
Keep up the good work, though, I'm really excited to see more progress on this.
Yeah, this is very true, i saw this when i came back and looked at the scene earlier this week. This is why I'm adding the statues to scene. I'm making it more into like an exhibit; showcasing the philosophy of big brother. I plan having the statues surround the globe, to emphasize it a bit more. I'm also messing with height, i added another arch in the middle of the ceiling... so that lifted it up, now it feels 'granderrr'.
Did a quick overpaint ( not a 100% accurate either but i think this would already help)
here's some updates, a lot of polishing still left.
Lots of PLACEHOLDERS.
Still Missing other pieces. (need to get used to placeholders:poly127:)
Ace work. Keep going
here's the new piece, War is Peace statue//
Freedom is Slavery// Finished//
2 of 4.
but any way.
the only thing that is bothering me is the sky light for me need a little more horizontal structure
I love the Art Deco feel to this keep it up
here's a video of the FX i added and screen updated shader.
[ame]http://www.youtube.com/watch?v=YidVHC18gFs[/ame]
EDIT: vid compressed really bad
Otherwise this stuff is top notch, I'm really impressed.
@KennyTies
Well it was pretty much a simple scene capture actor to a cube map. about 512 in size... i still need a lot of polishing of all the effects.
bout to start on the signs that are left to do and banners and carpet.
bake the statues... need a new piece that i just thot of... a front desk. but it should be simple. and maybe i can start closing this thing up. (for real this time, i'm excited!!)
thanks a lot to everyone as always!
had forgotten of this thread, and last time i checked it was before my pc was refformatted... that was at the propaganda time.
now i come back to check it and...
OH MY FUCKING GOD
congratulations on the scene al. really. wonderful piece you have there.
Thanks Alberto!
also: im leaving the statues for last (so i'll fix the issues then... ) just running thru the whole level to do some crunching and polishing. been tweaking textures, importing the last pieces (the ceiling lamp) just added some sounds mostly all place holder textures are gone.
VID:
[ame]http://www.youtube.com/watch?v=6Qm3iYxSc1w[/ame]
How did you get the cubemaps/reflection on the floor to animate?
[ame]http://www.youtube.com/watch?v=kc9WevitVGI[/ame]
Pretty please?
this is super messy but yeah, here it is.
EDIT:Crap sorry you can't see but the whole network is going into the emissive.
.Fixed the water animation
.Fixed Glass shader
Statue Bake. I have to optimize the hell out of this....
what do you guys think?
On the low poly of the statue, from this angle, the elbow region on the hind arm looks a little narrow. It looks a little bit better on the high, but all I think you would have to do is lower a few of those verts on the underside of the arm and it wouldn't stick out at all. Granted it is stylized, but with the knee-to-calf being proportioned realistically, i think it makes sense to continue that trend.
But petty nit-picking aside, dude, you've got something great on your hands here. Finish strong!
.Excuse errors.
looking again at the previous render, I think the rim light was throwing me off a bit. The highlight blended in with the BG color, and I didn't take a good look at the wires to catch myself.
If I really had to nit pick on this one, I'd say you could do with some different colour lights, I think with having all this gold and orange lights its almost too saturated with orange, It'd be nice to see some light falloff from the monitors and maybe even turning some of the lights into a light blue.
Though really, I could be entirely wrong, but I'd be interested in how it looked.