Hey Polycount,
Finally my first post. Short intro, I'm in my last year of college studying Game Development but find myself focusing most of my time on environment art related tasks.
This is a scene in UDK that I am working on , trying to make each environment I work on count as I complete this course in April. Hope to work eventually in teh games industry as an environment artist and am here to get there.
I did this scene using modular assets and 1x2048 texture for the main assets so far and 1x512 for the signage. 2 materials in total. This was completed in 2 days.
Thanks :thumbup:
Replies
take a look at this thread and watch how the scene progresses.
Constructive criticism:
The scene is looking a bit bare at the moment and the real-world purpose of the area is unclear. Is this a civilian space, or Military?
You could try applying some variation to the space using decals or vertex-painting.
I noticed that the planets/moons in the sky are polygon mesh spheres as the jagged edges are a give-away. Perhaps replacing these with a single plane and an alpha-masked texture would not only look more crisp and round, but also free up a lot of unnecessary polygons. The objects should be too far away to notice how spherical they are anyway.
Lastly, as Oniram mentioned the lighting is a bit too dark and certain aspects such as the Emissive strips need to be emphasised more. I think I speak for many when I say that lighting is 60% of what makes a scene look great.
Keep us updated, I love the style so far
Oniram: I added a few more lights in this update trying to blend the colors more
snake85027: Yes i totally agree, I had jsut finished Melancholia and it had rubbed off a bit too much . I moved the moons/planet back
PixelMasher: the Aliens comment speaks volumes to me thanks. I desaturated the main DirectionalLight a bit in this update. Am going to be doing a final lighting pass for this environemnt when the final props are placed and will de-Cameron the lighting. Thanks man.
SirCalalot: this is a science/research facility, not military but would be light armed security present. I added some taller structures hoping to hint that scientists live/work in this facility which features a pretty strong emissive strip. Would like some comments on the emissives in general as well. too strong/weak /pointless. Glad you like the style , PD64 was good times
Applying Decals/Vertex painting I havent learned yet but have sifted through some tutorials, I understand it but have not yet applied it to my work.
Thanks.
some updates:
Are there plans to grunge the area up a bit? Or are you going for a clean look?
messing with DOF:
some maps:
locater16: i see what you mean, I will attempt a version soon with a more Deux:Ex-y lighting scenario where the gold glow is more dominant.