Cool little scene, I love the simplicity and style of Mirror's Edge! Drew posted a great reference image, it offers some insight into some major things you're missing. The image doesn't look very grounded and there's little to no directionality in the lighting. Two major things you can try to help you: * Motivate your…
I like the materials and your color choices. I also prefer the docks, it looks like a fun place to wander into, but I do like the atmosphere of the new version because the cabin no longer looks like a lonely prop dropped into the middle of a blank map. Though creating a wider background to place that area into might have…
The first thing I want to tackle, which is my biggest problem at the moment, is inconsistent proportions. I decided to start with the part that's one of the more main focal points of the scene and one of the closer parts to the camera view. I went ahead and stuck in the mannequin-unreal-man into the scene to help me, and I…
Nice scene! I don't know what this is from, so some of the following might not apply. I'd assume it's a personal memory? The scale seems off in places. The hats look quite small compared to the backpacks and cardboard if it's supposed to be realistic. the ground texture might be a bit too big. The one larger rock in the…
To be honest I think your scene is lacking in various areas: * many assets have shading issues and/or texture seams (I can't exactly tell from the stills) This is inacceptable for pieces that are directly in the sight of a possible player. Get your HP-Lowpoly Workflow straight before attempting such huges scenes. * the…
I'd have to agree with these guys on the lighting and UDK. I'm having to take the dive into UDK at this time also. This might be a better photo reference for your scene. I would raise the ceiling about 2' upward. Your also missing the wall next to the sink that pops out about 2'. The metal around the glass could be made…
So in some of your weaker scenes, you have a tendency to produce milky lighting and atmosphere that blows out the scene. Try to think about your foreground, midground, and background. Some of shots everything just seems muddled. Also try to think about your light sources. How intense are there, where are they placed, and…
Hey fuzz, here some things in my opinion. I will mostly focus on your environments since that is my specialty. First off for me the environments feel very bland and don't tell much of a story. Take for example the city scene, I would have a light on in one of the windows or something suggesting more than just a hey look I…
Every scene? We don't know the size of the scene or this engine that mayaterror is using. How large would these arrays have to be? Because he's even entertaining the idea of multiple draw calls per object, I am assuming the scene is fairly complex. I doubt the one sheet approach would be viable for anything other than…
thanks gsokol, yeah the lighting is getting tricky, the reason i changed the world postprocess colour values was just to have a look at getting the colour of the scene right, will look more into changing the lighting instead to achieve a better result. As for the courtyard, since it's based on the scene in the film theres…