Here is a scene I made of a brewery. It is in the free cryengine sdk. These are the pieces that made up the scene along with a couple solids for the misc stuff. Uploaded with ImageShack.us
scene update! I've like 50 screenshoots of the process but I'll post it after publishing this scene :) please let me know what do you think about these 3 shots/compositions https://youtu.be/gOP6LS8Fa_A and a few screenshoots I may want to replace top-down with a sketch idea of a LD as the canopies look like a huge blob
yes 'really,' poopipe you were being a bit provocative when you used the term 'stealing' . could have just said it was not allowed I consider it more to be more fan art really and it can be a grey area as you well know. I have modelled an 3d object of a comic book/poster and placed it in my scene. The scene is the main…
Having more or less zero knowledge of the technical constraints of lighting something inside a game engine, I'm putting my concept artist hat for this critique. Please disregard what can't be done! You might want to look at photos of similar locations to get a baseline lighting you can twist into a different mood. This is…
First things first, I love what you have. The placement of assets and choice of said assets (be they self made, store bought, or some mix) is solid. I think your atmosphere is also quite good. I wonder if you can add some volumetric fog or some localized volumes just for some additional effect once all is said and done.…
@musashidan And that needs to change. There should be a way this can be decoded. So what about textures u need to take in a subway underground or dark place. A way to decode the exposure of the photo, calculate the light intensity as well as the original color of each surface. I don't know.Maybe there would be something of…
Another update on this project. First of all I want to thank you guys for your comments. @Defragger: I am going for a day light scene, because in that way the overall textures will be more visible. Also i have also bin thinking about putting a light in the lantern. But I have decided for a while now that I will be adding…
Yes -I overcranked the scattering intensity so that I could more clearly see the errors. Interesting point that you suspect that the volumetric shadowing doesnt behave the same after baking -but I am not sure that this is the case. At least this is not something that I have been able to recreate in my tests. Thanks for…
Hmmm... yeah your textures look almost the same as the changes I made so any chance I can see it in motion? Another idea might be to also adjust the alpha transparency so that its not as solidly consistent in all places. Sort of how Jocose was suggesting bands of value change with the mist... I use the same effect on light…