You take a wild guess and then go from there. To me the door looks like a normal sized door, so I would guess that's about 2 meters in height. I usually place a 3ds max Biped with an height of 1.8 meters in my scene when I start a blockout, makes it easy for me to refer to a normal persons proportions inside the scene.
Hi Stanley82, you are right on with regards to the atmosphere. I bet I can crank the scene and tease more. Looking back at it, I find the UDK version way too flat. Perhaps it has to do with the fact that the entire scene is just illuminated by the emissive of the material on the ceiling, and therefore lacking a bit of dark…
I think the variation from the concept that ZacD mentions is more a result of you changing it from a night scene, to a day scene. I don't think it's all bad, but a lot of the detail in those corners does get lost due to the muddy blue light. Maybe make the light from the craft have a greater effect on the surroundings, but…
I agree. It was a great film. Only one theatre in town was playing it. The one that normally plays independent films and documentaries. I can't imagine how they acheived that style of animation for the whole film. I would pick small peices of the scene, and watch them move. But it all seemed to flow very well. I could…
Doing nice lighting with shadows and pools of light doesn't mean you're hiding anything. I'm guessing you're sending the files in like most art tests. So they'll rip it apart that way without lights in the scene anyways. Having a good render to look at just shows that you can put a scene (model, texture, light, etc)…
You haven't listened to feedback. The feedback you recieve, if any, is only going to get worse as people catch on to this. Your models are all still the same, you've adjusted the lighting and added a ton of clutter to the scene. So the composition is a noisey, jumbled mess with a face in the middle. It looks like you have…
imho steer clear of ambient light as much as possible since it robs the whole scene of contrast. each time you raise it the tonal range of the scene is decreased, and also the less lighting info your normals will be showing (if I am correct in assuming that 100% ambient lighting will kill the normals which seems logical?)…
Ahh thanks Neox, i really like the idea of baking your lighting in Maya. Is that specifically for the environment? So you'd recreate the scene in Maya, light it, bake it, and make an exact same scene in UT3? Well i'm pretty sure our programmers are keen on doing some shaders (naturally) so we should be able to come up with…
The textures look very old school and rather noisy, they're not interesting to look at, specially the rusted metals. All the weatheration just fades to something blackish. Don't know about the modeling, if that was the scene, then i guess that was the scene... The watercooler. I've seen the concept in teh past, my guess is…
I don't have any doors in my scene. Are you sure you aren't mistaking the photo posted by kaptainkernals for the 3d scene? If so... Lol. Here is an updated version with the ceiling that I have blocked in. Let me know what you think. vaulted ceiling Heres a shot with my biped in there so you can get a sense of scale.