I actually disagree with this. The concept the OP has chosen was done from an awkward angle - unless the player enters or plays in this environment from an elevated position or is 20 feet tall. An early block out from the player's perspective would answer many questions the concept art does not address. Some examples: Will…
Using omni lights might seem like a good idea because its a big ball of light, but you can get yourself in trouble quickly. They also can take a lot longer to render because they shoot rays of light out all over the place, even out into the void which turns out to be a waste of time. Direct and spot lights shoot the same…
Really nice, my main criticism is that the whole scene feels very 'samey' what I'd like to see on it is.. 1. Add a ceiling 2. Break the ceiling and have it day time outside, so the scene is actually underground 3. Add a light pillar from that break, this allows you to make a show of more complicated lighting conditions…
Hello,to be honest there is nothing that makes me believe it has to do with something about space. It does remind the soviet theme though.Maybe you could trytry and incorporate a hero piece/hologram or a couple of "alert" lights.. also try making small props for the desks, the scene is way too empty. The assets seem fine…
working on the upstairs part, it was a circus of colors because I was trying to add color to the scene because was like 90% gray metal. Now I am trying to pull back because before this it the scene literally punched you in the face with bright colors. For the three screens the text is panning downward. Does ANYONE know how…
Overall your scene looks pretty nice. What immediately stands out to me is the stone floor. It doesn't quite feel like it belongs in the same scene, but I'm not sure if it's because it looks like it belongs in a dark clammy place like a dungeon. You have a very vibrant, colorful scene with dull stones, so that could be…
@SirCalalot: I'm using alpha planes for the rain. It's a little frustrating because the rain appears much more apparent and heavy in motion; I'm just going to have to get heavy handed with it and make it very obvious. As far as Epic's way of doing this, yeah, I actually had taken a look at their Night and Day scene and…
Must be a male thing to focus on singular things? I dont actively look for gripes if the whole art direction of the scene/game works. I can usually play a game fine without being too put off by glitches. But if there is something that breaks the mood of the scene (over saturated texture, different texturing styles or…
Jarm, Thanks for the C&C, I figured less is more. I still have a ton of work to go. Glad you like the basic composition though. I am not to familiar with apply vertex blending to landscape layers. It is something I would have to look into, I know a ton about vertex blending shaders themselves. To be honest this is my first…
what are shadow maps you say? :poly122: you dare speak such blaspheme! :) well i'm not sure how technical you want to get. and i'm not sure how accurate i can get depending on how technical you want to get... but shadow maps form what i understand are basically a depth buffer image taken from the point of view of a…