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[ce3][wip] Escort room

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CDeniz polygon
Concept:
8XofVXs.jpg

So far ive done most of the low poly:
OKL5ad0.png
hyfiFTZ.png

Starting to work in cry engine:
eKQrPLM.jpg
8Svc279.jpg

Im sorta having problems with those female pillars,, not sure if im happy with it yet. Also does anyone have an idea of whats going with the shiny curved wall (right side) of the concept,, cant tell if there are ceiling lights or reflection.

~CD

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  • Sharvo
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    Sharvo keyframe
    Good start - that concept is fun, love the colours and the brightness. Its still early in your development but I think the colours really make this piece. With its attitude and funkiness.

    I agree with you on the female pillars/light holders - it looks like they aren't connected to the ceiling and just placed there. It might be worthwhile redesigning them a bit. Her hand could be handcuffed to a support or holding on to something. I don't know it needs some sort of connector from her to the ceiling I think/ Other than that keep going :)
  • leleuxart
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    leleuxart polycounter lvl 12
    I love those lights! I agree with Sharvo though. Having her handcuffed would be a nice detail for the scene.

    That's an awesome concept too. I like the colors. Do you remember who the artist was or where you found it?
  • CDeniz
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    CDeniz polygon
    Haha, awesome idea guys,, never thought of that. Perhaps a strippers pole coming down from the ceiling to the light bulb,, then have her wrists and ankles cuffed to the pole. I just worry that it will be too small to make out whats going on,, but I'll figure it out.

    Leleuxart, the artist is Erik van Helvoirt from cghub: http://phade01.cghub.com/images/
  • CDeniz
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    CDeniz polygon
    Small update,, did a first pass for the diffuse of some textures. Also changed the fem light so that she is properly hanging to the ceiling:

    JAo9BfJ.jpg
    et6hpjD.jpg
    mRGLm6b.jpg

    Looks like the pattern on the wallpaper is not reading too well,, gonna change the uv so that it uses a tilling texture and I can use a higher res texture.
  • harricool
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    great job...I'm expecting that room to be opened and occupied soon....like the concept.....
  • CDeniz
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    CDeniz polygon
    harricool wrote: »
    great job...I'm expecting that room to be opened and occupied soon....like the concept.....

    Thats next on my list,, I also want to add that wolf! haha.

    Here is an update:
    8ANuTeE.jpg
    jH1fWsc.jpg
    DmyJJZE.jpg
    Dh58AVD.jpg
    I am aware that those tiles need work,, I think the normals are way to strong plus the spec is weird.

    ~CD
  • TheRealFroman
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    TheRealFroman polycounter lvl 11
    This is looking really cool man, keep it up!
  • CDeniz
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    CDeniz polygon
    Thanks TheRealFroman.

    Here is an update:
    34o3l9c.png
    Worked on the room, fixed the floor tiles, adjusted the materials & lighting.

    Having some problems with the reflections,, if you can tell there are so many errors towards the end of the hall. Let me know if you have any ideas.
  • CDeniz
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    CDeniz polygon
    Approaching the end. Some textures are still missing,, but im somewhat pleased with the lighting. Still trying to figure out whats wrong with my reflections,, also I cant figure out how to achieve that wallpaper spec,, still playing around.

    rtp36g.png
  • leleuxart
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    leleuxart polycounter lvl 12
    The one thing that's really standing out to me right now is the brightness. It's lacking contrast. I'd expect places like these to be fairly dark, even if the concept doesn't show it too much.

    Also, I'd definitely add some more detail to that room. Some ruffled blankets, pillows on the floor, etc. If you don't want to do a character, I'd made the room look.... used.
  • Endfinity Jon
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    Endfinity Jon polycounter lvl 8
    I'm not huge on the concept as I feel it's a bit loud and lacks focal interest. However, you've done a good job putting the scene together to capture its feel.

    There are some changes in your latest update that I'm not sure were for the better. There are a lot of little things that I think you can fix to push the scene further.

    As Leleuxart stated, the scene is bright. I'm assuming it's some sort of sci-fi brothel. Seedy, dirty, uncomfortable are okay feelings to evoke, but if I was personally there, I'd probably close my eyes...and cry. The brightness that was mentioned is happening in two areas, your textures and your lighting.

    Here's a shot from Dishonored. The brothel uses red too (as it tends to feel uncomfortable, even oppressive) but its softer than what you have. Makes the place feel more tangible. I understand it's stylistically different, but I feel like it was executed masterfully.

    screenshot_x360_dishonored033.jpg

    Your red is extremely saturated, very loud. Same with your pink/purple, orange, and green. Everything is competing for my attention and I'm struggling to find a place where my eye can rest. Maybe introduce a touch of variation in your textures with some saturation tweaks. All of your colors seem to be cranked up to 11. Not sure if that's the true diffuse map or if you also have some heavy handed lighting that's adding to the mix as well. You've done a nice job with your floor, good specular response, nice reflections. I'd love to see that carry over to other aspects of the scene.

    Concerning lighting-

    I know it's probably not the case, but the walls seem like they're slightly emmisive because I can no longer see the effect of the lighting on them. This is one of the things in the scene that is making it feel un-realistic. In the concept, you can feel the influence of the pink/purple bulbs on the wall and see the light attenuation. You achieved this in an earlier update, I could feel the light from the bulbs hitting the walls and falling off into some darker tones.

    I'd be curious to see a lighting only grab of the scene and maybe an unlit/texture only.

    Stylistically, I think you should take a few liberties with the scene to introduce a more focused composition and final product. It might be nice to soften the lighting around the door, so that you can push that room to be the focal point. I might would introduce a bit more atmosphere and DOF to the further points of the hall so that you're less inclined to focus down in those spaces.

    I did a quick paint over to illustrate where I think you could go. It's not a big switch, but I adjusted your saturation, tried to add importance to your open room by having it be the brightest point with light spilling out, and softened other areas to hopefully give less interest:


    Here's your current:

    rtp36g.png

    And a slightly modified version that hits some of the points I was describing:

    TLgHUzb.jpg

    Hopefully, the little adjustments help to bring some much needed focal elements to the scene. Now the question is, what do you put in that room?

    I'll be excited to see where you go with this as you reach your end product, good luck to you,
    -Jon
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