Author : disting


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Gannon's Avatar
Old (#51)
Thanks Ack Master

More baking, placing, tweaking.


Last edited by Gannon; 02-16-2012 at 05:16 AM..
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Jeff Parrott's Avatar
Old (#52)
Tweak out the grooves in the wood. They shouldn't be as deep as the nicks and scratches.

Great reference art.

Your lighting is using a boatload of colors. I'd tone back the color usage and get the values and contrast reading right first.
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njc6425's Avatar
Old (#53)
love the texture work, working on an environment myself atm with the same style, finding it quite hard to achieve the right effct
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Gannon's Avatar
Old (#54)
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Emil Mujanovic's Avatar
Old (#55)
Nice lighting and great atmosphere. The rocks came out really nice. Real crisp and I dig the style.
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Jessica Dinh's Avatar
Old (#56)
Ah cool, I love !! Agreed with Emil, I like how clean/crisp this is :]

I think maybe the ceiling beams could use an incremental bend in the middle (but very tiny!) In the concept the tunnel looks a little roundish, but in your scene it's a bit rigid. Also getting some of that warm light on the floor would be good, and this def needs some dust particles at the end xD Can't waittt for more.

Last edited by Jessica Dinh; 02-24-2012 at 02:20 PM..
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Seirei's Avatar
Old (#57)
Hey this is comeing along nicely.

Btw how did you get the light to pick up the skulls to drop a shadow? Every time I tried something like this the light flatout ignored my geometry.
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Gannon's Avatar
Old (#58)
Thanks guys ;

@ Jessica - I agree, I'll bend a couple beams and thow them in.

The particles are coming up soon because I'm still avoiding doing my diffuse passes lol. I'm thinking I'll do 2-3 systems; One dust, one embers, and potentially some thing else.

@ Seirei - if you're using UDK; Under the lights properties, make sure you set your light source radius to something small. The little yellow ball around the icon is your light source radius and is where the photons I guess are emitted from.
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sltrOlsson's Avatar
Old (#59)
Love this! The stone tiles, the pile and what not, is just from that one HP you showed?

Love how the lights create a bat/monster!
Valdemar Nyhlén - Environment artist at Avalanche STHLM
Everything stated by me is my personal opinion and it is not in any way related to Avalanche, if not stated so.
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Gannon's Avatar
Old (#60)
@sltrOlsson Thank you kindly. More or less yeah, I just extracted a few of the rocks from that and re-arranged them to create a new prop.

Bat/monster was a happy accident, I'm glad you enjoy



Pushed the contrast in my lighting a bit more to match the reference. hopefully everyone approves?

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matsman's Avatar
Old (#61)
Very nice... it's really screaming "wallpaper!" to me (hint hint)

I was convinced the lamp/shadow thing was no accident and you actually took notice of the lamps is the first resident evil movie... they used the same principle to have a shadow/light version of the umbrella logo on the wall.
-no need for cleverness... the font does all the work-
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pseudoBug's Avatar
Old (#62)
I like the atmosphere in the previous one a little more. The lighting seems a bit too. . noisy in this one if that makes sense. It's evenly distributed in patches along the hallway, and very similar in intensity on both sides.

Also, the normals on the blocks around the lights looks off?

Last edited by pseudoBug; 02-26-2012 at 12:37 PM..
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Gannon's Avatar
Old (#63)
I agree so I pulled out the orange lights on the door and its calmed it down a good bit.

Here's the adjustments. I'm going to noodle around with some stylized smoke for the lanterns and some ground fog to break up the ground just a little bit more. Diffuse/Specs are the only things left after that really.

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pseudoBug's Avatar
Old (#64)
I'd still try to get back some of that feel of the previous one, maybe play with the lights in the corridor. . .

Here's a little anim of comparison and me trying to break down what's different and how that affects the scene, to figure out why it feels different.



Sometimes less is more. . .

my 3 cents

Last edited by pseudoBug; 02-26-2012 at 04:03 PM..
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Gannon's Avatar
Old (#65)
kk, Big image inc, Let me know which one you like more guys, I'm happy with both to be honest. The only thing I changed between the top and bottom image are the orange lights in the hall have been disabled, the foreground is the same.





The top to me feels more fun and adventurous.
The bottom feels more eerie and spooky.

When I think of the type of hero that would go into this environment I think of the little kid from Daniel Lieske concepts

Last edited by Gannon; 02-27-2012 at 09:08 AM..
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pseudoBug's Avatar
Old (#66)
Bottom! But you probably knew that.

Even if you wanted to keep the brighter feel of the top one, I'd suggest trying to make the lighting a bit more dynamic in feel. Right now it feels like there are invisible spotlights on the ceiling spaced down the hall. Knowatimean?
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Gannon's Avatar
Old (#67)
yeah, I've made a few adjustments that I feel meet both of my needs. Will post updates in a bit.
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Gannon's Avatar
Old (#68)
Sorry for the delay, Here's what I've come up with for pretty much my final lighting before I move on to my texturing.

Left the rim lights on the beams that I liked and feel like help lead the eye. Also I desaturated one of the fill lights for the hall to get a softer transition from the foreground to the background.

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Dan!'s Avatar
Old (#69)
now those colors are popping!
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Jessica Dinh's Avatar
Old (#70)
Yeah, that's perfect, lighting looks great !!
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pseudoBug's Avatar
Old (#71)
I'd tone that rim light way down, it creates an large area of high contrast values, and I think it's really detracting from the rest of the hallway, not to mention the light doesn't seem like it has a source. I think it distracts more than leads, imho.

Much, much better though, I think. the atmosphere is coming back, the play between the blues and ornges is better, and it's looking less artificially lit.
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lordsarum's Avatar
Old (#72)
awsome lighting dude, i think only thing that could do some work is the bricks, cause everything seems so demolished around but the breaks are to clean and even, maybe just give them some damage
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Gannon's Avatar
Old (#73)
True, I'll sculpt up another version from the file thats more damaged and vertex blend it in.
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toxic_h2o's Avatar
Old (#74)
I agree with what lordsarum is saying about the bricks. You could also try and play with the light bit more maybe.

Add less light near the front and more light near the door in the back to push that focal point more.

This is looking crazy good though. I cant wait to see it textured.
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Iciban's Avatar
Old (#75)
this looks amazing! keep it up! can't wait to see the final ver.
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