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JordanW
03-15-2011, 02:56 PM
Yeahhhhhhhhh!

http://dl.dropbox.com/u/2332694/Brawl/RefImage01.jpg

This should be fun and manageable, I plan on expanding the scene further back for more interesting depth and parallax. I'll be doing this in UDK and probably incorporate DX11 effects.

d1ver
03-15-2011, 04:21 PM
sweet! rock on, man!

Slum
03-15-2011, 04:29 PM
wooo! This is great. I always loved playing as Honda, so I have many fond memories of this screen :)

Geezus
03-15-2011, 04:31 PM
Oh yeah, what an iconic stage.

Jesse Moody
03-15-2011, 04:45 PM
wooo! This is great. I always loved playing as Honda, so I have many fond memories of this screen :)

The same.

Can't wait to see what you spin this into :)

MattQ86
03-15-2011, 04:54 PM
Did anybody else ever play the meta-game of trying to knock people out of the sumo ring on this stage?

JordanW
03-15-2011, 05:29 PM
Quick Sketch time

http://dl.dropbox.com/u/2332694/Brawl/Sketch01.jpg

Just something to get me started, will probably do paintovers as I move along

rv_el
03-15-2011, 05:37 PM
JORDAN! I can totaly see you taking this on. Perfect man. Good and memorable stage too. This is all you man. DX11.. nice.

jimmypopali
03-15-2011, 05:46 PM
I had this idea before i saw this :(

rv_el
03-15-2011, 05:52 PM
I had this idea before i saw this :(

You can still do it. I believe i've seen 2 guile entries. And I think both of them are taking guile back to older wars (totaly f'ing awesome) and luckily they arent the same wars....

But even if they were, they could end up totaly different, or one guy might not even finish! or in my experience a lot of people hardly get around to starting.


Its tough cause i see people talking about "holding spots" or "Calling it" (i think thats just for fun... and other thigns).... but i've thought of quite a few things i'd like to do and i feel if something pops up that was the char i was choosing. well.. whatever.

2 different takes on the EHonda level would be cool. I feel ya though. I have a couple of chars in mind and I personally hope nobody goes there :).


The characters are always fighting in my head for which one I want to actually do. Did i say that out loud? Did they? oh god!

ibarter
03-15-2011, 05:55 PM
This should be Epic. Can't wait.

jimmypopali
03-15-2011, 06:04 PM
Thnx rv_el. I might do that!

Emil Mujanovic
03-15-2011, 07:12 PM
Shit just got serious!

Daven
03-15-2011, 07:14 PM
so are you like good or something ;)

JordanW
03-15-2011, 07:34 PM
So I went ahead and starting making some basic tile to start building with. I also created a material that lets me define a pattern with a really small texture (current one is 4x4) and it'll map to the tiles. This lets me keep my tile texture at 2x2 with having larger patterns, or variation.

http://dl.dropbox.com/u/2332694/Brawl/WIP01.jpg

Xoliul
03-15-2011, 07:40 PM
Oh cool! Wish I had a DX11 card to use with the new effects. Actually I wish I worked at Epic so I understood better what they are capable of lol.

Very nice idea also with the tiles, I thought about creating a material like this once, never executed the idea tho.

dudealan2001
03-15-2011, 07:43 PM
that looks super sexy keep going!

fearian
03-15-2011, 07:44 PM
So I went ahead and starting making some basic tile to start building with. I also created a material that lets me define a pattern with a really small texture (current one is 4x4) and it'll map to the tiles. This lets me keep my tile texture at 2x2 with having larger patterns, or variation.

http://dl.dropbox.com/u/2332694/Brawl/WIP01.jpg

Hot damn. Your going to have to pose that material setup man! :thumbup:

jimmypopali
03-15-2011, 07:59 PM
where did you get the level image? its hard to find whole level images and not just screenshots.

*edit*
Don't worry, I found it.

SnakeDoctor
03-15-2011, 08:03 PM
Mind showing us how you set up that render? If you have time of course.

JR
03-15-2011, 09:30 PM
This will be epic. This stage is very classic. Good luck man!

Skamberin
03-15-2011, 09:32 PM
Man, this is just GAH. Watching an Epic person use UDK to it's fullest, and DX 11 effects too? Man, this is better than TV and games, just going to F5 this thread the next weeks, along with others.

Anuxinamoon
03-15-2011, 10:25 PM
Oh snap, so beautiful! <3 Can't wait to see it progress!

Jeff Parrott
03-16-2011, 04:30 AM
Great stuff so far. Love the shader work so far.

JordanW
03-16-2011, 07:51 PM
New texture tonight, concrete for lining the top of the walls and pillars.

http://dl.dropbox.com/u/2332694/Brawl/WIP02.jpg

Fearian, nothing crazy with the material, to tile the pattern and it not be blurry you have to set Filter: NEAREST in the texture properties and do something like this:

http://dl.dropbox.com/u/2332694/Brawl/TileMat.jpg

SnakeDoctor, nothing crazy about the scene, just custom tonemapper, imagegrain, bloom, and some spotlights:

http://dl.dropbox.com/u/2332694/Brawl/scene.jpg

CJE
03-16-2011, 07:58 PM
looking good so far dude, keep going!

Firebert
03-16-2011, 08:22 PM
you and your DOF... i want to scatter garden gnomes or plastic soldiers all over the place.
excellent work so far! can't wait to see a blockout or additional concepts :)

Ben Apuna
03-16-2011, 09:23 PM
Great choice for a focused project.

Neat approach, materials before models. I'll have to give that method a try.

spiderDude
03-16-2011, 10:19 PM
niiice, I'm gonne be keepin my eye on this

Xoliul
03-17-2011, 07:59 PM
Hey Jordan, I'm wondering what graphicscard you have to run the DX11 features? Would one single GTX570 suffice?

JordanW
03-17-2011, 08:08 PM
Yeah that'd work fine, I use a single GTX580, and when working on our GDC demo I was on a GTX470 and a GTX580 (at separate times).

fearian
03-17-2011, 08:16 PM
Nothing crazy, but super effective! ;) Very nice textures so far, will be fun watching this develop!

indian_boy
03-17-2011, 08:20 PM
Oh sweet - I'm getting a GTX460 in the near future. I really hope that suffices too. Was interested in trying out some of these new features.

also - damnit, I thought there was an update here. What a tease!

JordanW
03-17-2011, 08:59 PM
Just modeled a pillar for tonight

http://dl.dropbox.com/u/2332694/Brawl/WIP03.jpg

Sean VanGorder
03-17-2011, 09:03 PM
So sick man. This should turn out great.

onelunglewis
03-17-2011, 09:53 PM
Great work! Can't wait! Great material work too.

Nauh
03-18-2011, 12:22 AM
love where this is going, good luck, suscribed

Shendoo
03-18-2011, 04:11 AM
awesome!
materials are very well done. I am crazy to see more updates.

Skamberin
03-18-2011, 05:20 AM
I gotta know how you got the edges on that material/texture to look like actual tiles. It's like it's a chamfered edge or was modelled on purpose (talking about how it looks on the first cube, but also on the pillar)

This thread is awesome, really looking forward to more :D
How do you do your textures? Photo source and treat in Photoshop? or drawn from scratch?

Gannon
03-18-2011, 07:43 AM
Loving the Material set up, it makes those textures so versatile......

...pun intended >.>

gwad
03-18-2011, 07:45 AM
great stage commming !

JordanW
03-20-2011, 02:32 PM
Quick update to where I'm at, just getting basic shapes into UE3 and i'll dirty up/add smaller objects as I go. Also all of the tile patterns and colors are temp, I made them greyish right now so they wouldn't be too obtrusive while I work

http://dl.dropbox.com/u/2332694/Brawl/WIP04.jpg

and a sketch for the mirror/faucet details

http://dl.dropbox.com/u/2332694/Brawl/Sketch02.jpg

Cordell Felix
03-20-2011, 08:24 PM
dude, holy shit at those materials. GREAT work!

nightFlarer
03-20-2011, 08:27 PM
Why does that pillar look so realistic! Awesome work man!

EtotheRic
03-20-2011, 08:48 PM
You know what will rock this is some scrolling wall sweat. Looking nice so far.

YBourykina
03-22-2011, 06:53 PM
those are some gorgeous materials! O_O

arshlevon
03-22-2011, 08:03 PM
mind showing me you modeling process? i'm having a hard time with cubes.. what software package are you using to generate them? looks like a max cube, but i could be wrong.

just kidding, materials looks ace.

JordanW
03-22-2011, 08:03 PM
Latest update, modeled short walls with mirrors, lights and faucets. Created master metal material and mirror material (although it looks junky with realtime reflections absent)

http://dl.dropbox.com/u/2332694/Brawl/WIP05.jpg

fearian
03-22-2011, 08:07 PM
more nice things! That DoF makes the scene look almost tilt shifted! Teeny Tiny taps an mirrors! :3

Cordell Felix
03-22-2011, 08:26 PM
dude stop it, these screen shots are giving me boners!

Firebert
03-22-2011, 09:19 PM
looks totally killer! can't wait to see it with the reflections and effects you come up with!
gotta agree... lay off the dof/bokeh for a while. either those mirrors are made for midgets, or they are made for shaving one's junk.

adam
03-22-2011, 09:25 PM
Drop that DoF, lets see all of her :thumbup:

JordanW
03-23-2011, 08:35 PM
Just a stool tonight
http://dl.dropbox.com/u/2332694/Brawl/WIP06.jpg

Onuris
03-23-2011, 08:46 PM
Best looking stool sample I've ever seen.

Tyrone70
03-23-2011, 09:42 PM
Man, all of this looks really amazing. I love the darker atmosphere.

rv_el
03-23-2011, 09:51 PM
Don't make me come over there and break your hands! :P

jordan.kocon
03-23-2011, 10:09 PM
Could you post the high poly and some insight as to how you did that stool if you have the time? It looks fantastic!

mitcHELL
03-24-2011, 12:41 AM
omg your renders are so fly. loving the spec work..

EVIL
03-24-2011, 01:11 AM
dude stop it, these screen shots are giving me boners!

this


many many boners!

Snefer
03-24-2011, 01:18 AM
This is cheating! You like..know the engine and stuff! ;) Great looking stuff sofar :)

Jwalter14
03-24-2011, 02:37 AM
This looks absolutely phenomenal, I'm in awe!

I can't wait to see the finished stage!

Welbig
03-24-2011, 07:09 AM
This is looking really great. You are making it hard not to want to jump right into UDK. Things are looking great after only a week. In six more this will be such an awesome scene. What is next on the agenda for you? Also could you post some wire frames so I can see how you are putting it all together? I'm new to modeling for UDK and want to make sure I'm doing it right. In the past i have tried to avoid extrusions and just place objects on top of other objects but I've read that extrusions work better in UDK for shadows. Is that the case?

r4ptur3
03-24-2011, 09:18 AM
great start dude :) i love how you took advantage of all that repeating floor tile. your scene is going to be nice higher resolution than most modern video games and your texture sheet is going to be epic tiny. awesome work -- going to keep a close eye on this.

JordanW
03-27-2011, 12:46 PM
Update for the weekend
http://dl.dropbox.com/u/2332694/Brawl/WIP07.jpg

ishii
03-27-2011, 12:53 PM
God damn that is looking sweet!! My fav stage so far

dpixeel
03-27-2011, 01:12 PM
Holy shit! Can't wait to see more from you.

Daven
03-27-2011, 02:05 PM
epic bloom is epic. looking great :)

Love to see where all the water goes with no drains :P

ayoub44
03-27-2011, 03:16 PM
WOW , so cool .. keep it up

seforin
03-27-2011, 03:34 PM
gears of honda is shaping up nicely.

Material treatment is nice...bit dark for my taste for the usual bright SF style but overall im loving the look and feel you got going on

Hugh
03-27-2011, 03:53 PM
jeez if your if this is the new norm for work in UDK I need to put my work hat on more thnx to heavens for UDK. Post all mats to study soon.

Baj Singh
03-27-2011, 04:16 PM
Its looking nice. My only real crit (or rather personal preference) is that its starting to look like just another UDK based level (desaturated colours as a standard fare). It would have been really nice to see an over the top visual splendour in the style of Street Fighter (or heading towards SFIV). Good luck though, and I hope the final result really shines.

paulsvoboda
03-27-2011, 04:34 PM
I love your material work. The tiles look fantastic. I think the bloom, while it significantly adds to the mood and atmosphere, is a bit strong at the moment. Are you planning on filling up the foreground around the ring at all?
Look forward to seeing this progress.

JordanW
03-27-2011, 05:40 PM
Its looking nice. My only real crit (or rather personal preference) is that its starting to look like just another UDK based level (desaturated colours as a standard fare). It would have been really nice to see an over the top visual splendour in the style of Street Fighter (or heading towards SFIV). Good luck though, and I hope the final result really shines.


Why would I want to remake a Street Fighter level in the style of street figher? @.@ seems kind of redundant.

Paul- As far as the bloom goes I'll probably pull back on it once I get some particles and fog sheets in there, I really want the scene to look wet/steamy with thick air. I plan on adding foreground elements as well, like towels, soap, stools and buckets.

vahl
03-27-2011, 05:47 PM
that stuff is looking awesome Jordan, as usual :) really looking forward to seeing more :)

jimmypopali
03-27-2011, 05:51 PM
I'd like to see a screen for a bit higher up, would like to see those baths.

I have to say, when I think of bath house, this is pretty much it.

JacqueChoi
03-27-2011, 05:54 PM
This is seriously kicking soo much ass.

Seriously stunning.

Baj Singh
03-27-2011, 06:53 PM
Why would I want to remake a Street Fighter level in the style of street figher? @.@ seems kind of redundant.

I meant a 3D update of that level but in the style of the newer street fighter game. It would have been nice to see what that level looked like if say it was updated for the newer generation. Again its personal preference :)

Hugh
03-27-2011, 08:58 PM
Why would I want to remake a Street Fighter level in the style of street figher? @.@ seems kind of redundant.

Paul- As far as the bloom goes I'll probably pull back on it once I get some particles and fog sheets in there, I really want the scene to look wet/steamy with thick air. I plan on adding foreground elements as well, like towels, soap, stools and buckets.

a sign that says "Don't Drop the Soap" would be appropriate,aswell

Caser
03-28-2011, 10:25 AM
This redesign is quite conservative but really awesome.

Your work with the materials is trully inspiring.

JordanW
04-03-2011, 03:00 PM
Created lantern:

http://dl.dropbox.com/u/2332694/Brawl/WIP10.jpg

Started on some dirtying materials, still WIP

http://dl.dropbox.com/u/2332694/Brawl/WIP09.jpg

full scene so far.... still feels super empty, but i'm starting to screw around with lighting and color grading more to see what kind of feeling i want

http://dl.dropbox.com/u/2332694/Brawl/WIP08.jpg

itsmadman
04-03-2011, 03:34 PM
luving the poly count logo lamps nice

Pedro Amorim
04-03-2011, 03:40 PM
wow jordan! that looks amazingly cool!

cholden
04-03-2011, 03:50 PM
Who'da guessed Jordan knows his tech? I'm gonna have to steal your brain one of these days.

Ryper
04-03-2011, 06:13 PM
This is looking really amazing, gonna have to get to grips with latest udk update i think

Tickwomp
04-03-2011, 07:31 PM
wow, that is hot man, the lighting looks great

Skamberin
04-03-2011, 08:35 PM
That looks damn good so far man, only thing that sticks out to me is the ring on the ground. It doesn't look like shadows and light are being cast properly on it, but that could be the angle of the picture.
Don't really know how to explain it but it also seems like the areas where it intersects with the floor lack AO or shadow cast by the mesh, this is mostly apparent in the foreground anyway.
It'll probably fit in perfectly when you grime up those areas, can't wait to see more :)
And please do a little video "tour" of the level when you're done, if you can :D

Chandler
04-03-2011, 09:02 PM
Damn, looking good! You really nailed the tile. Far as I'm concerned that last screenshot could be a final submission, it almost looks like I could step right into it. I'm looking forward to seeing what else you come up with for this!

Archanex
04-03-2011, 10:05 PM
Damn, this is looking fantastic!

paulsvoboda
04-04-2011, 12:33 AM
Jordan, what I love so much about this environment is by the atmosphere, mood and lighting alone, you have something really special, but then you look at the individual props and materials and you see just how detailed and well executed they are and all you can do is sit in awe and watch. Awesome stuff!

Ani
04-04-2011, 02:00 AM
I love the darker tone you're giving to the scene, plus those lanterns are win :D

Caser
04-04-2011, 03:43 AM
I like the lamps, but I LOVE the lightning right now!

Bbox85
04-04-2011, 08:51 AM
I love lamp... :)

oobersli
04-04-2011, 09:00 AM
Some wet or dirty towels piled up might help clutter some spots up some. Maybe some displacement on some ground tiles to give them a tad more difference in height? they look a little tooo evenly place. just small details, looks pimp overall though.

Bwample1
04-04-2011, 09:14 AM
The one thing i dont get is that weird tile circle in the middle. It does not really fit with anything else within the stage. It looks slapped on and the texture on it compared to all the other great textures it looks low and weak and blurry.

Jbird
04-04-2011, 09:59 AM
Man that is looking pretty stellar, as a lot of the other guys have pointed out, I too really think you got some nice postprocessing effects in there and it's just an awesome environment as a whole.

Though I agree with Bwample1 that the one thing that feels abit of is the zumo-esq fighting ring. I'm thinking that maybe you should change that to something more fitting or just get rid of it.. anyhow great work! :)

Firebert
04-04-2011, 10:29 AM
Pretty badass JW. As others have said, lighting and mood so far is shaping up great!

I would be very, very careful about your final camera position at the end of the comp. This current position makes it feel very claustrophobic and you lose the sense of scale, where as this position feels much closer (http://www.polycount.com/forum/showpost.php?p=1319092&postcount=64) and more realistic in terms of imagining an actual fighter in the space.

OH, and Ryper, I would consider changing your avatar........... that shit belongs to Frank..... just sayin'

Karl Stjernberg
04-04-2011, 11:18 AM
Awwww, man! That is so pretty! I especially like the grime in the bathtubs.

Jungsik
04-04-2011, 11:26 AM
the lantern kicks asss

jinxx
04-04-2011, 01:17 PM
WTF O_O AMAZING !!!!
Nice job with lights and render man!

JonathanF
04-04-2011, 01:29 PM
maybe some hooks on the pillars with towels/bath robes hanging from them. would be cool to have characters in the tubs and sitting on stools all around cheering on the fight. :D buuuuuuut I know thats a ton of freakin work.

Inpw
04-04-2011, 02:12 PM
Amazing lwork, dude!

Mike Yevin
04-04-2011, 04:47 PM
dear god

you totally nailed the feeling of a bath house, and im loving the lighting. cant wait for moar, this is by far my favorite

Kewop Decam
04-04-2011, 05:18 PM
lol, polycount logo placement.

That's awesome man!

Hamish Bode
04-04-2011, 05:44 PM
This one is going straight to my inspirations folder. Or "straight to the pool room" for any Aussie's out there.

JordanW
04-04-2011, 08:03 PM
Thanks for all of your comments.

Skamberin- yeah the ring is kinda jacked right now, it's material had too much contrast and due to the way image reflections work it won't shadow the reflections or the streaky highglights, so i'll just do some vertex paning trickery to put some grime around it :) Also SSAO is off right now and it'll more than likely be back on at some point. As for the tour I'll probably put up a vimeo and I'm probably going to release the packages and map file so people can dig through it if they'd like

oobersli - towels are totally on my list, they'll be a good item to throw around and hang in areas to add interesting details. As for displacement the rules said tessellation counts towards poly budget (boo!!!) so I wont be using it. I do plan on hand modeling some destroyed elements of the ground and pillars to give the appearance of people fighting in here.

Firebert- I agree about the composition, I'm sure i'll have like 50 angles that are just slightly different before I nail down the final one :)

Jonathan - I agree bystanders would be awesome, If i have some left over texture space I was thinking about making some 3d billboardish people to put relaxin in the tubs :X but we'll see....it's going to be enough work finishing this, I still have more items, custom modeling, vertex painging, wet effects, fog, particles....fuuuuuuuuuuuuu

marq4porsche
04-04-2011, 09:45 PM
This scene is amazing! You have an awesome mood going on here.

dudealan2001
04-04-2011, 11:19 PM
You should really make some Tutorials on lighting and DOF, cause just the caustics (think thats the right term) look amazing.

Fryght
04-05-2011, 03:42 AM
JordanW, any chance for a wallpaper size render? Preferably 1920x1080 :D
Kudos on the scene so far, it looks amazing!

blot12345
04-05-2011, 06:01 AM
Your materials and lighting work is very inspiring! I'd second some wallpaper sized renders (Specifically the render of just the lanterns from the previous page).

gwad
04-05-2011, 06:52 AM
One of my favorite stage work, man!
Amazing atmosphere, i love it

Zerogun
04-05-2011, 08:51 AM
Wow, that picture was just so amazing I had to go get a bucket for my drool. Your lighting and textures are taking full advantage of the UDK (which makes me angrily jealous).

I see the ring as something that is hastily thrown together (in the game universe not in your model) and I could see it being a ring of towels. But it's just a suggestion.

Keep up the amazing work.

G-Saviour18
04-05-2011, 09:46 AM
Would be great if you could upload the map and packages for this level like you said, I'd quite like to see how you went about lighting this scene and getting such a nice atmosphere, look forwad to seeing more :)

r4ptur3
04-05-2011, 10:43 AM
very nice! those lanterns are delicious :) I was going to make some for my stage as well but you beat me to the punch!!

iansmithartist
04-05-2011, 02:34 PM
Thanks for sharing your material setup back there on page one, the mats looked great and i was curious on how they were setup. One of my fav Brawl entries!

Civerad
04-05-2011, 02:41 PM
Wow, simply amazing!

AKAperly
04-05-2011, 02:53 PM
those lanterns sealed the deal, nice work dude. loving the color palette.

onelunglewis
04-05-2011, 11:56 PM
Holy junk balls this is looking awesome!

Erigo
04-06-2011, 02:36 AM
Kickass!
*especially with latest UDK it will be really baaadass !

butt_sahib
04-06-2011, 06:18 AM
Excellent composition and materials!

JGcount
04-06-2011, 06:24 AM
This looks amazing, no doubt, but theres something wrong with the scale for me. Originally, I thought the room was much smaller, but then i saw the mirrors/sinks. Its as if they are too low and the camera is too high up

JordanW
04-06-2011, 08:02 AM
the faucets and mirrors are very low in a bath house

http://www.polarisimages.com/Portfolios/Photographers/Torin_Boyd/images/01.jpg

seth.
04-06-2011, 08:50 AM
Beautiful scene Jordan, some great work on those tiles....and the lanterns....too cool. :)

Karl Stjernberg
04-06-2011, 10:07 AM
Please make one of those soap bars with a rope attached to them. And bubbles!!

rasmus
04-07-2011, 02:32 AM
Hey Jordan, I think you're on to something special here - that last shot is like some magical ill-breed between a sleazy nightclub and a sento, like some lavish, yakuza-run soapland from hell :) In other words, there's something really interesting about the mix of elements, keep it up.

PS. Extra credit for a Mt. Fuji somewhere

d1ver
04-07-2011, 04:36 AM
Damn, Jordan, this is so good.

I think you can easily populate more chairs and buckets around.

I'm also curious, how are you going about those irregularities in your light? is it caustics from lamp glass thing or something?

keep it up, dude. it's a pleasure to follow.

cheers

Ballo
04-07-2011, 06:31 AM
amazing piece for videogame art. One of my favourites!

JordanW
04-07-2011, 06:45 AM
D1ver, yeah the lighting is supposed to be caustics from the bulbs, I just painted a texture in photoshop that looked like some caustics and cast it as a light function on some of the spotlights.

PixelGoat
04-08-2011, 02:44 PM
This shitz awesome Jordan :) keep it up!

JordanW
04-08-2011, 07:41 PM
Add lots of little things, bath faucet, circular and square drains, windows on ceiling, mural in back

http://dl.dropbox.com/u/2332694/Brawl/WIP11.jpg

also started placing reflections in the level

http://dl.dropbox.com/u/2332694/Brawl/WIP12.jpg

blot12345
04-08-2011, 08:56 PM
Holy crap, your materials and lighting are kick ass. I do think that the tile on the ground needs a little more wear and tear. It seems too new and clean when compared with the ceiling. Your stuff is really inspirational. Keep rockin!

Jeff Parrott
04-09-2011, 06:02 AM
Great job on the material work Jordan. Completely awesome stuff.

Snefer
04-09-2011, 07:49 AM
YOU ARE CHEATING! :D haha, this is seriously awesome!

Bbox85
04-09-2011, 01:19 PM
You're really nailing that mood man. It feels like a scene right out of a Chow Yun Fat action flick... err, but Japanese :). How come the normals and reflection on the left pillar seems so strong compared to everything else? Would be awesome if those roof windows were staggered open just a tad seeping in some daylight. Maybe if the lanterns ad light in the middle row were slightly dimmed or some turned off it would add a little more parallax with it being light, dark, light. Super awesome dude.

OniLolz
04-09-2011, 01:47 PM
Wow! The lighting is incredible. Good work, man!
Keep it up :3

rambooze
04-09-2011, 03:09 PM
Maaan this is awesome! Is this a new dx11 reflection? It looks like true reflection.

JordanW
04-09-2011, 03:58 PM
Blot, I totally agree, I'm going to make a custom mesh for the floor that I can smash up and paint instead of this boring BSP :X


BBox, yeah the skylights are an area of much pain, I've been going back and forth on what I actually want to do with them, I had a version with sunlight coming it but it made the scene harder to read and now that I have the lanterns and the mural i'm not as worried about needing warm tones, I'll probably just put some rays coming in from the glass to show the direction of the moonlight.

Dunno why the left tile looks stronger, there's only 1 tile shader with many instances, I'm guessing it's just a matter of what's reflecting and where the light is.

rambooze Yeah this is the DX11 reflections we used in the samaritan demo, it's all available in UDK, just enable image reflections on your material and place imagegreRlectionScenecaptureActors (long much?) on things you want to show up in the reflection....oh and make sure you're in DX11 mode :)

Mike Yevin
04-09-2011, 06:32 PM
i cant hold myself back from posting, its just so good. one of the best looking udk projects ive seen since the new march release, your really utilizing all of those fancy new features quite nicely.

if you dont mind me asking a somewhat off-topic question, what kinda rig you working on jordan? if your working with all this new fangled tech you have to be working on a beast

JordanW
04-09-2011, 06:55 PM
Graphics card is really the only monster thing in here :)

Intel Quad core Q6600 @ 2.4Ghz
8GB ram
GTX580

fiveways
04-09-2011, 09:14 PM
This is coming along great, dude. This is the scene that I always thought it'd be cool to see remade. Kinda upset me that they didn't redo his stage in SF4. This darker mood gives it a Mortal Kombat kinda vibe and I think it works really well. Excited to see more.

Edit: I also have that some processor, had it OC'd to 3.0 for a while, stable as all hell. I'm stuck with 2 8800GTs though :(

af3d
04-09-2011, 09:40 PM
Beautiful work, maybe if you had some tiles missing from the columns it would add visual interest? Some added dirt and grime would help, this looks like it has a permanent janitor on duty.

brokenartistry
04-10-2011, 01:27 AM
holy hell this is sooooo good

rambooze
04-10-2011, 01:16 PM
2JordanW
Thanks for the information. Great update of the UDK you have in the march release. I wish I had a dx11 videocard :)

crazyfingers
04-10-2011, 01:29 PM
Not sure i'm digging the lanterns, they just seem out of place in every conceivable way. They're roundish, red, and their scale seems too big. I think square lanterns might work better, and i think you need to work on the material to make it look more transparent, a material that lets light pass through it (you'd be able to see the detailing from the other side as well as hints of the fire inside. Their style just clashes with the rest of the scene. Other than that amazing scene.

Hugh
04-10-2011, 01:45 PM
pretty sure you get a job from this one

CHON
04-10-2011, 02:04 PM
This is really nice, ur shading is AWESOME !

felipefrango
04-10-2011, 02:10 PM
I wouldn't say the lanterns look out of place but it could use a few tweaks? Shape could be either more pill like or more spherical IMHO and I agree with crazyfingers on the materials, the light source inside could be more visible and get these awesome shades of orange/yellow going on:

http://farm1.static.flickr.com/153/403311233_7260397530.jpg
http://image.shutterstock.com/display_pic_with_logo/60149/60149,1258251104,2/stock-photo-japanese-lantern-restaurant-40920004.jpg

Bbox85
04-10-2011, 03:24 PM
I think it should be a sci fi lantern... better yet a jack-o-lantern... OR something trendy these days... a Green Lantern :P

I kid, I kid...

Maph
04-10-2011, 03:28 PM
Man, those tasty DX11 reflections really make this piece shine (no pun intented :))!

JordanW
04-10-2011, 05:35 PM
Crazyfingers- the lanterns was something I was hesitant about putting in but I feel that it's an element that should stick around from the original.

FelipeFrango- thanks for the images, I went back and reworked the materials and shape a bit, Even the round ones aren't perfectly spherical which makes it a bit of a pain to get just right :)


http://dl.dropbox.com/u/2332694/Brawl/WIP13.jpg

PogoP
04-10-2011, 06:02 PM
Looks great. Could you give a list of exactly which DX11 features you are using? I'm interested in working some into my latest scene!

felipefrango
04-10-2011, 06:06 PM
Bitchin'! Personally I'd make them even brighter and saturated but that's only cause I'm a sucker for this kinda stuff, there's something in these shades of orange that I just love. :p

rv_el
04-10-2011, 08:11 PM
I'm going to bug you about those lanterns tomorrow at work. Me wants to see what your doing!

I think your holding the competition up now man. Nobody is updating. I can't tell if they all left for Dominance War V or just quit or if people are in hiding working away on their entry. *shrug*

The lanterns look great man! I want to hit them with a bat and grasp at the japanese candy.

Snefer
04-11-2011, 07:07 AM
I found some reference for you!

http://www.youtube.com/watch?v=doihYFkeWsQ&feature=player_embedded

JordanW
04-11-2011, 07:58 AM
lol I saw this last night and was like D:!

wester
04-11-2011, 10:14 AM
Yeah i immediately thought of this competition when i saw that family guy skit. Stupid FOX taking down all of the family guy footage. That video doesnt work anymore :(

This scene btw...looks PHENOMINAL! I absolutely love it.

Ron.S
04-11-2011, 11:06 AM
Great stuff so far. Love the shader work so far.

First off this stage just looks amazing, your shader work is flawless and your mats are just sick man ! Can't wait to see what else you do with this.
But I was checking your material expressions out and I'm pretty new to UDK myself, for your black and white checkered pattern, how did you create that ?

JordanW
04-11-2011, 07:50 PM
Tiny update, created towel texture and materials, has some rim shading for fuzziness and gets dark at the center to fake fiber shading, also using DX11 SSS to get some transmission.... @.@

Model was creating by running a cloth sim in max (using exported meshes from editor), throwing shell modifier on it, turbosmooth, then proptimizer to get rid of geometry.

http://dl.dropbox.com/u/2332694/Brawl/WIP14.jpg

Bbox85
04-11-2011, 08:17 PM
Exactly the way I would've done it. Cloth sim is SAAAWWEEEEEET! Really awesome dude. You're really good at making everything convincing. I imagine you're one of those guys who tweaks and updates a shader many many times to get it just right. Either that or you're just naturally awesome and get it right on the first try. Lol. Or... both... Hmmmmmmmmm...

BTW, what're the differences between DX11 SSS and the previous SSS? I'm working on an Nvidia GTX 7800... Wow embarassing to admit say that out loud. Just want to know what I'm missing out on... hehe

InMOP
04-12-2011, 04:12 AM
Man this looks INSANE....

I am truly lost for words, when you first announced that you were doing the bath house level I thought how can he possibly make that bath house look appealing a few weeks later I got my answer.


You have to do us all a solid and release this map when its done for all to enjoy.

Covin
04-12-2011, 04:44 AM
Bad-Ass scene Jordan, you are incredible.
Gorgeous light, material and texture.

JordanW
04-12-2011, 07:18 AM
Bbox85- SSS in UE3 for directX9 is done by either using Transmission which is just some 2 sided lighting with attenuation or by using CustomLighting and doing something like softened normals with layers of color. DirectX11 SSS is in screenspace and blurs the lighting and blends it back with phong lighting.

http://udn.epicgames.com/Three/ScreenSpaceSubsurfaceScattering.html

MM
04-12-2011, 08:09 AM
lovely work! the balance of colors and lighting as very well executed.

cw
04-12-2011, 02:16 PM
this is really really great, probably my favourite brawl thing I've seen so far - and it's not a character - damn! :D

CHON
04-12-2011, 02:28 PM
You're doing an amazing job here congratz !

dang87
04-12-2011, 09:00 PM
Looking cool, keep it up! :D

V-MAX
04-13-2011, 05:25 AM
wow.
incredible.
very good
congrats




My post - KABAL
http://www.polycount.com/forum/showthread.php?t=83096

55joe
04-13-2011, 11:18 AM
usually i only comment on char art but these enviros in this competition are so freaking out of control i have no choice but to fanboi all over them. this rocks, i am dangerously close to making my own now.

jib1337
04-13-2011, 07:22 PM
That is the greatest towel I have ever seen, I may just need a towel after seeing it.

JordanW
04-17-2011, 06:04 PM
Frantically trying to get more elements into this, I still need to place more items around and get some lens effects in but for now I was able to do haze, fog, water, grime, damage

http://dl.dropbox.com/u/2332694/Brawl/WIP16.jpg
http://dl.dropbox.com/u/2332694/Brawl/WIP17.jpg
http://dl.dropbox.com/u/2332694/Brawl/WIP18.jpg
http://dl.dropbox.com/u/2332694/Brawl/WIP19.jpg
and the whole scene so far
http://dl.dropbox.com/u/2332694/Brawl/WIP15.jpg

Sean VanGorder
04-17-2011, 06:34 PM
SO much awesome in this thread, I love it. Really diggin this last shot, but I'm worried that it might be a little too much going on.

Bbox85
04-17-2011, 06:53 PM
You're on a whole different level bro. Can you like, give us a video :) I bet this scene is so incredible in motion.

foreverendering
04-17-2011, 07:00 PM
Sick work! The last shot has a great sense of atmosphere.

blot12345
04-17-2011, 07:55 PM
Nice update. I love your tile shader, that looks killer. The light shafts are a little weird for me. The windows don't seem bright enough to be letting light streaks that strong come through. This is seriously looking good though. I can't wait to see it finished.

Liquid-Grievous
04-17-2011, 08:19 PM
very cool work

jordan.kocon
04-17-2011, 08:59 PM
winning

MasteroftheFork
04-17-2011, 10:02 PM
This looks amazing. The close up views all look great. The full shot looks a bit busy. I think the light beams in the center need to be reworked or just taken away, they break the flow of the scene too much.

PixelGoat
04-17-2011, 11:14 PM
Have to agree about what has been said about the light shafts and overall busy-ness of the scene. other than that though, killer work! :)

Cordell Felix
04-18-2011, 12:24 AM
how are you doing this?!
Freaking incredible man, the effects are omg wow!
Such a big fan of this thread! keep it up, you should make some tuts on how to do alot of this stuff like the effects, and water spots/drips on the floor and pillars, would be very helpful!

d1ver
04-18-2011, 12:34 AM
That, Good Sir, is awesome. It's fun to see all this detail materialize out of thin air, 'cause at first, well, a bath house doesn't seem like it has all those great details.)

Maybe an open faucet with some steamy water running from it?

Caser
04-18-2011, 02:10 AM
Fantastic job!

EzMeow
04-18-2011, 03:55 AM
Nice composition and your last shot~

My main concern is still with way that the bamboo/rope circle behave with the ground.
Could I suggest to try to have missing tiles all around the circle, with some dirt/sand under it, then the rope would be half way buried inside it with a proper texture effect. (feel free to discard anything XD).

Anyway generally speaking, great work on your material.

Sharvo
04-18-2011, 05:14 AM
Yeah i agree with EzMeow on the rope it kinda just looks like its been cut and the top is just on the floor, i dunno how it should look though all refrences i have seen look like yours, i think this suggestion may ruin the scene though and that is to have dirt in the middle a biut like this.

http://www.visualphotos.com/photo/2x3730499/sumo_wrestlers_throwing_salt_to_purify_ring_42-18776223.jpg

Everything else is looking super duper though, love the materials, love the depth of field and those lil puddles are sweet, well done. Wish i knew udk half as well as you! All in time though, lol.

Keep going!

JordanW
04-18-2011, 06:32 AM
I totally agree with the comments on the light rays, they're cluttering up the scene and they're too sharp. I'm probably going to get rid of them. I don't think I'll be putting dirt or sand on the floor but I may grime the area around the rope up more.

Sharvo
04-18-2011, 06:56 AM
Yeah i think that was a bit of an exaggeration by me, maybe a bit of grunge and a few tiles missing :)

mkandersson
04-18-2011, 07:52 AM
Awesome looking scene and incredible texture work. Though now after you've added dirt and grime to your scene I feel that the left area is too clean (on the last image) But I guess you are already know that so :) anyways awesome job!

okkun
04-18-2011, 08:19 AM
Great work man!

I agree with the clutter, it's starting to break up the space

Firebert
04-18-2011, 09:10 AM
makes me wanna do this.
http://dl.dropbox.com/u/1446578/jw_lick.jpg

dkreset
04-18-2011, 10:56 AM
omg, that is INTENSE

Clintus Maximus
04-18-2011, 12:11 PM
beautiful work!

Arac
04-18-2011, 12:25 PM
This is coming along great.

Love the atmosphere!

Chili
04-18-2011, 01:04 PM
great work!

felipefrango
04-18-2011, 07:33 PM
I'm no environment artist so hopefully you can enlighten me on a few things. How do you plan out a piece like this, regarding modularity and scalability of textures and materials? I mean, how many of the assets have individual textures and how many use tiling textures and/or generic materials? The faucets and other metal parts, for example, all use a generic metal shader?

jib1337
04-18-2011, 09:55 PM
Congrats on the win in advance!!

Arkadius
04-18-2011, 10:12 PM
This is awesome! It is art like this that makes me regret not becoming an environment artist.

Hazardous
04-18-2011, 10:27 PM
dude... wtf... noone is supposed to be THIS good.

http://www.outcastweb.com/wp-content/uploads/2010/06/tin-foil-hat.jpg

Why is there so many awesome environment artists making me want to try my hand at environment art right now! Curse you JordanW !!!!!!!!! *shakes fist at the sky*

slave_one
04-19-2011, 05:31 AM
Haha! ^^ I am with firebert on this one!

Jordan, excellent work and great thread to follow!! Thanks

AjdinBarucija
04-19-2011, 06:33 AM
So so so nice =) I love it!

JordanW
04-19-2011, 08:43 AM
Thanks for all of the comments, hopefully I can get some more time this weekend to work on this, this week is pretty brutal as far as free time is concerned :(

Felipe: There are generic metal shaders but I have custom textures for the faucets, lights etc... One thing that helped me plan this scene was I took the total texture space available, 4096, broke that into a list of 16 1024s and planned out a list of assets, so tiles were 1 1024, all water effects were 1 1024, so a 512 for tub water, 512 for water droplets etc... This helped a lot.

Striff
04-19-2011, 09:56 AM
http://30.media.tumblr.com/tumblr_l67pksvokI1qbvx0xo1_500.gif

felipefrango
04-19-2011, 12:47 PM
Felipe: There are generic metal shaders but I have custom textures for the faucets, lights etc... One thing that helped me plan this scene was I took the total texture space available, 4096, broke that into a list of 16 1024s and planned out a list of assets, so tiles were 1 1024, all water effects were 1 1024, so a 512 for tub water, 512 for water droplets etc... This helped a lot.

Thanks man, really appreciate it. And how did you plan out the floor and pillar tiles to blend in with water, grime and cracks? You have different materials and blend them with vertex paint or something?

JordanW
04-19-2011, 01:57 PM
Yes, the material for the tile has a vertex blend for Grime, one for cracked/removed tiles, and one for water effects. The floor has water that looks like splotches and vertical surfaces have water that looks like streaks. I store a heightmap-ish texture in one of the alphas of the tile so that the grime can blend in non-linearly.

felipefrango
04-19-2011, 02:14 PM
Nice, very enlightening! How does the shader know if the surface is vertical or horizontal, is there a way to detect the surface normals and use it as input?

Also, I'm sorry if I sound like an annoying newb but this piece is stunning and your explanations have taught me a lot already. I'd understand if you don't wanna spill all the beans but I'd love to see some shader trees or some of these tricks explained in pictures, after all this kinda stuff is what makes Polycount stand out from the crowd. :D

JordanW
04-19-2011, 02:17 PM
This shader doesn't know what's horizontal and vertical, I just made a parameter that i could switch the textures out based on what asset it was on, so the pillars have the streamy water and the floor has the splotchy one. You COULD make a shader do that for you though by taking 0,0,1 and transforming from tangent to world space, mask the blue channel, get the absolute value of that and use that as a mask for what is facing up.

Don't worry about asking me questions, I can post shots of some of the materials but a couple are very big. I've been thinking about releasing the UPK and map files once the scene is complete.

felipefrango
04-19-2011, 02:28 PM
Oh damn, that would be the best thing ever, thanks for not only making awesome art but also giving back a lot to the community! Shame I don't have a DX11 GPU yet, but I bet is still looks killer without the fancy stuff. :v

Cordell Felix
04-19-2011, 06:59 PM
That would be epic if you did that dude.
I'd even give you money to learn how to make a scene look like that.
no joke.

rambooze
04-20-2011, 03:34 AM
I'm running out of words. Your shaders are awesome. Really looking forward to investigate your scene :D

ltd
04-20-2011, 04:14 AM
wow, I wanna be like you when I grow up!
Great work with shaders!!!

Geezus
04-20-2011, 06:28 AM
This scene just gets better and better, each time I see it.

It's probably a bit too late for this, but I would investigate removing the far back row of pillars and that far back/last bath, in order to bring the mural closer to the stage. The mural was such a huge part of the original stage, and I fear that you're not going to get a good sense of it's presence with how far back it currently is.

horoxhoro
04-21-2011, 07:31 AM
awesome!!the lighting the mood is so nice! great shader and textures..10stars from me ;)

Del
04-21-2011, 07:53 AM
~ It's really so refreshing to not only see stunning work, but that you're helping give back to the community by explaining everything and answering questions.

I can't tell you just how important people like you are to the community. You rock!

onelunglewis
04-21-2011, 10:13 AM
looking sweet, make sure you integrate the ring into the tile, it is so much in the foreground its gonna stick out lick a sore thumb. Great work.

Bbox85
04-23-2011, 05:44 PM
This thread is like an awesome t.v. show... I'm eagerly awaiting the weekly update :)

JordanW
04-23-2011, 06:58 PM
Removed light rays, added some lens flares, messing around with color grading. SSAO is off right now so object connections are looking extra-wonky

http://dl.dropbox.com/u/2332694/Brawl/WIP20.jpg

Probably going to lay more towels down tomorrow.

Essynim
04-23-2011, 07:20 PM
Looking good. is it outside your poly budget to add some dimension to the rope strands in fighting ring, might help their transition to the floor less crisp.

BadgerBaiter
04-23-2011, 07:44 PM
Christ on a bicycle that is sexy :D

Hubbalicious work you got going on here! :D

cmcisaac
04-23-2011, 08:22 PM
theres too much awesome in this scene

rv_el
04-23-2011, 08:39 PM
Awesome!!! great stuff man. Its cool to see somebody updating their thread and showing that they are still going. Your def. heading hard and fast to the end goal man. Its very damp and musky in there. You can feel it just looking at it.

Delerium
04-23-2011, 08:41 PM
One word. Amazing! Would it be justifiable to throw down some more polys on the ring, to give it some more volume ? Donīt know if you gonna go for this angle but if you do I think it would look nice with some more geometry on the vertical ropes, to make them stand out.

roosterMAP
04-23-2011, 11:32 PM
I prefer the second one.

amazing work!

JordanW
04-24-2011, 07:20 PM
Minor update, draped some more towels around, still screwing around with post processing. Right now using a 50% blend of the 1st and 2nd LUT, I also added a postprocessing material effect that lets me blend in colors and adjust contrast on the top and bottom of the screen separately. I'm sure my post will still change some, I'm kind of afraid to go with so much brown.

http://dl.dropbox.com/u/2332694/Brawl/WIP21.jpg

felipefrango
04-24-2011, 07:39 PM
Yeah, personally I liked the 1st and 3rd variations of your color grading tests, the second one felt too warm and damp, like there's a heavy sauna-ish atmosphere.

Also, how smoothly can you run this in real time? Have you played around in the level and benchmarked how many fps you get already?

EzMeow
04-24-2011, 07:44 PM
Nice work on your scene (even if I dunno if I would take a bath here O.o), still loving your material ~

Now for the crits (say me if you are tired of my comment which brings "negativity" on your flawless board of comments xD) :
I feel that there is too much reflectivity on the side of two last bath structure according to the general degradation of the room.
The lack of shadow or light color difference (even a subtle one) on the ceiling above the lanterns due to their frame structure.

As usual feel free to discard ~

JordanW
04-24-2011, 08:10 PM
Thanks for the feedback guys, those are all good points.

Gannon
04-24-2011, 10:09 PM
I think my favorite part of this scene is how the lights look cast across the walls and mirrors, it's something you mostly see in Architectural renders. Safe to assume it's a light function or are you adjusting settings?

seth.
04-25-2011, 03:52 AM
stunning work Jordan, no crits just wanted to say that it looks very very pretty :)

JR
04-25-2011, 06:21 AM
Freaking awesome! There's some time I didn't look at this thread and when I enter I see.. this! Congrats for the great job, JordanW

Apostolon
04-25-2011, 07:51 AM
Wow, this level looks great! I almost feel like it gets hard to breath the longer I look at it. I can't wait to start playing games with this caliber of graphics.

One suggestion to get away from the scene becoming too brown (I'm sure you've already thought of this one), but letting the back wall mural show a little more and possibly make it a complimentary color like a bright blue. I think it'll help the overall composition and help focus the eye.

r4ptur3
04-25-2011, 09:23 AM
Jordan -- how are you overcoming the no spec in editor problem? Are you running your scene and tweaking material instance values while the game is running? I wanted some of the DX11 bells and whistles but was forced to go DX9 to get around the spec issue. Thoughts?

JordanW
04-25-2011, 09:59 AM
I'm not sure what you mean by no spec in editor, The spec is working all the time for me.

JDLOKI
04-25-2011, 11:19 AM
There was a problem with no spec appearing in the march verison but it seems to be sorted in the april version.

Your scene is looking so nice, in fact I dont think I have ever loved towels before!

haiddasalami
04-25-2011, 12:59 PM
Loving the atmosphere in this Jordan. Hoping to get my DX11 card soon to start messing around with the new UDK stuff :)

JonathanF
04-25-2011, 09:17 PM
this picture makes me thirsty... THAT IS A GOOD SIGN!!! you really pulled off that muggy room feel! Amazing!

r4ptur3
04-26-2011, 02:54 PM
i'll have to see if i can get it working int he april version -- either way, looking awesome :) almost to the finish line :P

nrek
04-26-2011, 04:41 PM
Looking great Jordan! Its like samaritan demo 2.0. The only thing that kind of bothers me are the mirrors, are they supposed to be fogged up? If so it does not read to well due to how uniform it is, it looks more like bare metal. I would suggest maybe adding some hand streaks or finger prints where people wiped away the condensation. Keep up the great work.

JordanW
04-26-2011, 07:16 PM
I would suggest maybe adding some hand streaks or finger prints where people wiped away the condensation.


Great idea!

rasmus
04-26-2011, 10:36 PM
Looking great, liking the last camera angle better, it's more interesting than flat-on. Waterstreaks down teh pillar don't quite read right, maybe tile em more? Would be nice to see some flythrough vids and stuff!

JacqueChoi
04-27-2011, 11:09 AM
My god dude. My god.

JordanW
05-01-2011, 03:24 PM
http://dl.dropbox.com/u/2332694/Brawl/WIP22.jpg

d1ver
05-01-2011, 03:42 PM
OMFG those are the best fat naked part of an environment guys I've seen In my life. never been so excited to see a half naked man before:)

We definitely have a winner here,Jordan!

Now, when I see it all come together,I just wish you shared some more of that wisdom, please:)

felipefrango
05-01-2011, 03:50 PM
It's ridiculous how you could've stopped updating this pages ago and it would still be awesome and a very possible winner.

fearian
05-01-2011, 04:09 PM
Suddenly, Characters!

Jesus man give everyone else a chance!

m4dcow
05-01-2011, 04:21 PM
Looks awesome, only thing I would say is there are scale issues with a few of the stools.

Essynim
05-01-2011, 04:48 PM
Please tell me you are going to hook up some animated sweat maps on them too

crazyfingers
05-01-2011, 05:11 PM
Damn, this scene just gets better and better. That dude chillin' in the bathtub rocks, it'd be cool if you duplicated him in the bath with his back to the camera to the right side of him. Also the dude on the right could be ass naked showing these guys just don't give a f*ck.

Really amazing work.

MM
05-01-2011, 05:42 PM
hahaha this is looking too good. if u add some subtle animation loop to these character then the environment is gonna come alive.

btw, i am not sure if someone already mentioned this before but the bloom or steam/fog seems a bit too much and all over the place. it might help if you could localize that effect on top of the tubs and leave some clear air spaces to give more visual clarity.

kendo
05-01-2011, 06:08 PM
This really is on another level, my only crits would be to maybe lose the ring i dont think it blends well at the moment and im not sure your scene needs it, i would also tone down the lens flares a fraction.

Truly awesome stuff though.

dustinbrown
05-01-2011, 06:57 PM
This looks stunning. Not that it needs it, but if you're feeling froggy I think a mop and mop bucket would work well in the scene. Off to the side, maybe up against one of the pillars.

http://paulwilkinson.files.wordpress.com/2010/05/mop-bucket.jpg

paulsvoboda
05-01-2011, 06:57 PM
Beautiful scene. I thought you were nearing the end and then you went and added characters! This is just awesome stuff.

Mathew O
05-01-2011, 07:08 PM
My god it gets better!?

D4V1DC
05-01-2011, 07:55 PM
Awesome is only missing one person, E. Honda :)
http://media.strategywiki.org/images/1/14/SSF2T_E._Honda.gif

Awesome, can't say It enough, easily recognizable.