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Darkendxelo's Avatar
Old (#1)
Hello so this is unfinished work, the room is slightly empty at the moment but I just got some nice renders out of it so I thought that I would share please leave feedback I am always looking for improvements





Offline , vertex, 29 Posts, Join Date Mar 2012, Location Plymouth Uk  
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c22dunbar's Avatar
Old (#2)
if You use textures of similar color and patterns, it's best to have some AO baked into the second uv set. or at least some hardware AO. right now it's waaaay to uniform.
Offline , line, 81 Posts, Join Date Jun 2009, Location Poland  
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Tejay's Avatar
Old (#3)
Variation of colour would greatly help. Wood comes in many different colours. Also variation of hue and saturation helps separate the planks.
Tejay FC - Environment Artist
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Offline , vertex, 49 Posts, Join Date Feb 2010, Location Melbourne Aus Send a message via Skype™ to Tejay  
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Darkendxelo's Avatar
Old (#4)
what kind of a post is lol ? say somthing constructive or just don't..
Offline , vertex, 29 Posts, Join Date Mar 2012, Location Plymouth Uk  
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KazeoHin's Avatar
Old (#5)
Personally, the lighting is off. The textures are grey on gray, which is not a killer on it's own, but the lighting is also gray, so the whole scene looses the attention of the viewer. The candles aren't casting any light at all. Try having the candles casting a warmer orange light and the ambient light be more of a blueish purple. Subtly, mind you.
Paul Stratton || 3D artist.

Demons: a personal UDK project
Offline , spline, 136 Posts, Join Date Jun 2011, Location Sydney, NSW  
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salacious_Crumb's Avatar
Old (#6)
Just adding to what other people have said. Good start just get more stuff in there. Theres nothing in the scene thats says Viking to me yet. So you could add some viking stuff, a shield, and axe or helmet hanging on the wall. Some celtic patterns in the wood maybe. A fur rug on the floor. Make it look a bit more lived in. And lighten it up a tiny bit too as it seems too dark and its better that people can see all your hard work.
And try and get it in UDK rather than renders as it always looks better (imo), and shows you know how to use a game engine.
Oh and Carrie1 is a spambot, just adds random comments. Ignore them. ;)
Offline , spline, 115 Posts, Join Date Aug 2010, Location Hampshire, UK  
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Darkendxelo's Avatar
Old (#7)
thanks for the feedback guy's very true about the candles that is because they haven't got a light source yet i have only just finished texturing it, the rest of the lights are not very influential atm, slight orange hue but not strong enough to notice, As this is for a college module im not taking it into udk or unity alought normally i would have. and athought its not very viking looking yet all the plans and structures are viking such as the bed design and the hut structure.. but as i said its not done yet loads more to add ;p
Offline , vertex, 29 Posts, Join Date Mar 2012, Location Plymouth Uk  
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Darkendxelo's Avatar
Old (#8)


So ive been reading up on AO the way this scene is set up materials are being used on multiple and varied objects so I don't think I am able to bake the AO into the texture maps btu i did find out how to add an AO pass via post processing in photoshop not that this is much use to me as the scene is going to be a animated cutscene
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Darkendxelo's Avatar
Old (#9)


OK so here is a final render of the scene for this project. unfortunately our render setup didn't like FumeFX so the fire did not render porperly so it had to be removed not all of the assets are mine as this was a group effort over a short time but i think it came out well overall.
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