The tiling texture along the walls isn't what I wanted, so I'll be changing it. The lighting is also experimental right now, there will be a hole in the ceiling where the sunlight is popping in as well :) Oh, and not all my textures are done yet :P I know my lighting is too dark right now. I'm experimenting with UDKs…
Thanks! Blockout, composition, and lighting starts tonight. Going to have to be a night/weekend project as we are pumping hard at work right now. Kids to bed at 9 pm, and then off to work on the throne.
Are you using a skydome? It looks like there might be z-fighting on the sky, maybe from a duplicate skydome. If that isn't it, could you possibly post screenshots of your scene with all lights visible and such?
Remember, lighting makes or breaks a movie set. Good lighting can make the cheapest set look great. Your lighting is pretty flat, as you have just one light source, and the ambient might be cranked up a bit. Add some light sources, and point or spot lights to go with them. Try to get some light gradients across your walls…
Well, I'm not sure what the Thief 2 engine is like for lighting, but it could use a LOT more contrast. Right now everything seems to be pretty much the exact same value. Try to get some brighter highlights and some shadows in there. Pick some light sources and use those. (Remember, ambient lights are the enemy!) It's also…
I'm no expert with the lighting, but I'd probably set up a whole environment lighting using a direct light or skylight first and then build your window lights off that. You can still use a direct light (which is the sun essentially) as a very dim mood/moon/night light as well just tint it blue and reduce the brightness.…
Should have worked on this more during the weekend, but alas i was lazy :( Not really liking the color of the wood right now might change it but ill wait until i get it in-game with some proper lighting.
Nice, I always like the cinematic wide frame, you seem to have a good sense of the mood you are going for :) One thing you need to focus on (especially with Matte painting) is your composition. Right now your subject seems a bit small leave a lot of empty areas. Both subjects are a very horizontally centered in the image,…
[ QUOTE ] I think the lack of shadows is what is killing it. Shadows in areas you would expect to see shadows and not just the harshly sharp shadows under players. It really helps games if artists bake some shadows into their textures. Some artists and AD's get fooled into thinking the defuse needs to be devoid of all…
Greetings Polycount, I've just started getting my Masters Degree in computer games design and for the first project I've been given, I have to build an environment from a piece of concept art from either Halo or World of Warcraft. I haven't attempted an environment piece in two years and last time I tried, it went…