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created [WIP] CE3 side alley sttrip club
on 06-29-2012 05:26 PM
Well its been a while since I last posted on here. I could do with some input from you peeps. This will probably be a refinement process nothing is even close to finished as I want to use this to push my skills up. So I will be using this as a learning exercise more than anything.
So critique away (could really do with it)
Got a lot still to do. Still trying to learn all the cool things that CE3 can do but got to say really loving the engine <3
Current progress.

Last edited by Moonshank; 07-04-2012 at 05:47 AM..
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, spline,
122 Posts,
Join Date Apr 2010,
Location London UK
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Could you possibly post a small breakdown (flat lighting, wires, some textures, etc.) if you have the time? Looks great.
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, triangle,
379 Posts,
Join Date Dec 2010,
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Last edited by Moonshank; 07-01-2012 at 07:36 PM..
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, spline,
122 Posts,
Join Date Apr 2010,
Location London UK
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You have some issues in your normal maps. There are a lot of gradients in them, which is caused by the low poly shading being taken into account during baking. Your normal maps should have a constant colour of '128, 128, 255', for the most part, with normal mapped details being alternate colours to depict changes in the surface shape of the model.
With those gradients, your models may have strange shading, for example, a surface may not appear completely flat.
However, your scene is looking awesome so far. You have a great sense of material definition and atmosphere!
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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Thanks I noticed the shading was off on my props when I put them into the engine but wasn't sure what the actual problem was. They looked fine in marmoset so I'll re bake the normals tomorrow and get them fixed.
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, spline,
122 Posts,
Join Date Apr 2010,
Location London UK
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how do you achieve the light shafts from the lamp post? looking real cool
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, spline,
155 Posts,
Join Date Oct 2011,
Location Wellington, New Zealand
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There is a shader called TemplBeamProc http://freesdk.crydev.net/display/SD...eamProc+Shader
My alpha is similar its tweaked to give it a more streaky,dusty/steam look to it.
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, spline,
122 Posts,
Join Date Apr 2010,
Location London UK
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Looks great mate.
My fav prop being that wooden pillar.
but one thing was troubling me why you havent left any sace between your UV islands??...they are tightly packed together.Shouldn't we leave some space between these islands to prevent bleeding?
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, spline,
120 Posts,
Join Date Mar 2009,
Location India
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Thanks.
^^ and I went and put it in the background barely visible as well.
There are spaces though possibly not big enough, there isn't any bleeding that I can see so far in the engine so I guess its not a huge issue but in the future I'll try to pad my islands a bit more.
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, spline,
122 Posts,
Join Date Apr 2010,
Location London UK
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They are some awesome props man! Scene looks real nice too!
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, polygon,
691 Posts,
Join Date Feb 2010,
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Quote:
Originally Posted by PogoP
You have some issues in your normal maps. There are a lot of gradients in them, which is caused by the low poly shading being taken into account during baking. Your normal maps should have a constant colour of '128, 128, 255', for the most part, with normal mapped details being alternate colours to depict changes in the surface shape of the model.
With those gradients, your models may have strange shading, for example, a surface may not appear completely flat.
However, your scene is looking awesome so far. You have a great sense of material definition and atmosphere!
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been a while since i did any major normal baking but i think your wrong...as the objects are modelled with a chamfer at each corner there will be curved (or gradiented) smoothing across the flat front/side polys the tangents of the surface will need to be flattened by the normal map (why the gradients in the normalmap due to shifting tangents across the flat surfaces). so what you have SHOULD work...
if it doesn't in CE you can try averaging the normals of each plane in the low poly so they appear flat
about the scene... looks good
I would open the door to the club and model a litlle bit of the interior and have light spilling out from it...it also needs lots of rubbish lying around... and i would break up your nice but very clean brick and stone work with tags posters and graffiti, and painted sections (painted over graffiti) to give it a more lived in feel
senior lighting artist @ r*north
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, veteran polycounter,
3,423 Posts,
Join Date May 2006,
Location edinburgh
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Thanks
Yeah I've never had any problems with my normal maps in the past. So Its possibly just the normals need tweaking on my low poly. I shall mess around see what the issue actually is in CE
Aye I haven't gotten around to doing the club door properly was intending to change it because it looks like ass  .
Anything which adds more light to that area is good in my books trying to create a strong focal point in that area clearly.
Yeah just haven't gotten around to doing rubbish and graffiti. Its on my to do list though, will get around to it soon. I intend to put some wooden planks over the windows near to the club I also want to get in some vents, pipes/wires. Maybe some washing lines between the building. I also want to add some steam effects coming from a vent or pipe possibly coming out of the manhole as well. The brick work at the moment is 1 tiled texture but the building faces are made so that I can do unique sections if I want just requires a little tweaking. I'll possibly do a blend layer for the building or at least a vertex colouring to give some variation in the texture.
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, spline,
122 Posts,
Join Date Apr 2010,
Location London UK
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wooden planks is a bit of video game trope...maybe just plywood or painted over ;-)
senior lighting artist @ r*north
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, veteran polycounter,
3,423 Posts,
Join Date May 2006,
Location edinburgh
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Pleeeease change the fence sign to 'trespassers will be violated' 
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, triangle,
288 Posts,
Join Date Jan 2010,
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Haha yeah There is a strip club in Edinburgh on top of Lothian Road it has paintings of girls on the first floor windows might do something similar to that.
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, spline,
122 Posts,
Join Date Apr 2010,
Location London UK
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@Drav Like it, might do ;)
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, spline,
122 Posts,
Join Date Apr 2010,
Location London UK
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Quote:
Originally Posted by Moonshank
Haha yeah There is a strip club in Edinburgh on top of Lothian Road it has paintings of girls on the first floor windows might do something similar to that.
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next to the cameo...always joke with my gf that we should go after the cinema but she says no.
senior lighting artist @ r*north
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, veteran polycounter,
3,423 Posts,
Join Date May 2006,
Location edinburgh
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Looking really good so far  can't wait to see more matey! <3
MOAR!
imyj
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, spline,
204 Posts,
Join Date Aug 2010,
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Cheers Brah! <3
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, spline,
122 Posts,
Join Date Apr 2010,
Location London UK
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Lighting looks really cool but the overall scene looks a bit empty as it is now. I can tell you have work left so before I make a fool out of myself - what are you planning to add to the scene?
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, triangle,
294 Posts,
Join Date Sep 2011,
Location Sthlm, Sweden
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Quote:
Originally Posted by Moonshank
Yeah just haven't gotten around to doing rubbish and graffiti. Its on my to do list though, will get around to it soon. I intend to put some wooden planks over the windows near to the club I also want to get in some vents, pipes/wires. Maybe some washing lines between the building. I also want to add some steam effects coming from a vent or pipe possibly coming out of the manhole as well. The brick work at the moment is 1 tiled texture but the building faces are made so that I can do unique sections if I want just requires a little tweaking. I'll possibly do a blend layer for the building or at least a vertex colouring to give some variation in the texture.
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I'm open to suggestions
I'll probably also add some street sign, lamp posts, fire hydrant, possibly a burnt out car, or a car with its wheels stolen jacked up on some bricks. Working on a broken into shop at the moment. Anything which can make this more interesting obviously it initially was just meant to be the alley way but because I worked on the building parts figured, might as well expand to show the front as well.
I'll work on blocking out all of the things I want to get into this scene in a bit wanting to get this shop front done tonight and some graffiti ect on the walls.
Then there are decals I could do but I'll not even think of those right now.
Last edited by Moonshank; 06-30-2012 at 01:28 PM..
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, spline,
122 Posts,
Join Date Apr 2010,
Location London UK
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Lol sorry I missed that post. But cool, that sounds nice!
I was thinking... Judging by the wet pools it looks like it just stopped raining. Or are they pools? If so increse the spec so it actually looks like water. Right now it looks like some matte surfaces that potentially could be water. Some wet papers and glossy trashbags lying around around the dumpsters could work well with the whole 'recently stopped raining theme'. To further increase the sense of that it just stopped raining, you could add some water dripping down the fire escapes. That might look really nice.
I dunno... looking at the scene I think it's hard to judge what it like weather wise. The cobbles look really wet but the brick walls look dry. Better to be consistant with your materials.
Also, FogVolumes do wonders for lighting. It breaks up some unrealistically dark corners just makes it look cool. You got some weird edges around the sidewalk next to the door. A large FogVolume with fairly low GlobalDensity (like 0.01-0.02) could help you get that out. Or simply just change the direction of the light slightly so it doesn't interfere with the sidewalk. Either way I think you should add a FogVolume.
Gonna follow this because it looks really good so far! 
Last edited by Brygelsmack; 06-30-2012 at 03:40 PM..
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, triangle,
294 Posts,
Join Date Sep 2011,
Location Sthlm, Sweden
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yeah I had a rain effect on for a bit but wasn't sure I liked it or not maybe a very subtle rain effect might help sell the wet look further, I keep messing with my materials the brick work did look more wet at one stage must have done something to change that. Those are supposed to be puddles but I haven't done them properly yet as I'm not exactly sure how with cryengine just now. They did have a cube map reflection but I think for some reason its not on in those images or its kind of at an angle where you don't see anything in the pools.
I will add a fog volume just for you will post an update with some changes soon ish. I fixed my normal issue for those that care. I had my green channel the wrong way ^^ so there are no more shading issues on those props.
Those are some nice ideas will look into some water drips would be nice to do it from a drain pipe as well.
Thanks dude its appreciated. 
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, spline,
122 Posts,
Join Date Apr 2010,
Location London UK
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Cool man, looking forward to it! I think it's gonna turn out great.
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, triangle,
294 Posts,
Join Date Sep 2011,
Location Sthlm, Sweden
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