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I think that turned out very nicely. Might be a bit Tri heavy but honestly, I'm not one to pick that apart (my personal scenes have a lot of geo in them... ;)
I really think exploring creating an outdoor facade where you have the "waterfall" right now would really add to the scene. Doesn't need a lot of detail, but great composition would go a long way.
I'm OK with the hallway fading to black, but if you took your circular room that you have now, attached it to the end of the hall and made it appear as if there was more in that direction, it could be pretty cool. It would let you experiment with Depth of Field too. It's almost a literal drag and drop!
What if you change your lights from being that dark to just a hint of dusk? Could be awesome, could be terrible, just another idea.
Overall though, it's quite well done!
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, triangle,
459 Posts,
Join Date Feb 2010,
Location Natick, MA
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@KennyTies: Thanks for the compliments! I know I've said it before but I've definitely been workin hard and its really good to know it's paying off ^.^
@MatsEffect: I'm workin on splashes, trying to learn from the splashes in the udk packages =P Thanks for the compliment on the scene though, appreciated!
@RurouniStrife: Thanks! As far as tri's, it is a bit much; but from the beginning I knew I didn't want any faceting and wanted things to look pretty crisp, even from up close. I think it's a pretty mid level scene as far as tri's go. It was definitely intentional.
Circular room in the end of the hallway is a GREAT idea! Definitely will play around with it! And I do have a good amount of depth of field on it- it's subtle but when it's off you can really tell it's not there.
Thanks for all the feedback- it's the only way to become better! Much appreciated!
Comments and Crits welcomed!
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, spline,
183 Posts,
Join Date Sep 2011,
, spline,
183 Posts,
Join Date Sep 2011,
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Very nice breakdowns, sir!
With regards to the scene overall though, I think that you still need some sort of lighting contrast in the hallway leading into the distance, as it just seems to go to black quite quickly.
This (to me) reduces the scene 'interest' in quite a sizeable area of the image.
As well as this, the waterfall doesn't seem to have much cohesion and tends just to read as mist in the stills.
Just some thoughts on my end - keep up the good work!
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
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the art work is great,.. loved the way it looked...
I wanna ask 1 thing, in the concept you see there is a "ATB Color Study", whats that for ??? Is it like formula, rule or some sort for texture color/saturation and all ????
nice work again,
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, spline,
151 Posts,
Join Date Feb 2012,
Location kathmandu, Nepal
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That would generally be the colour palette that the artist has given themselves to work with while creating the scene 
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
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What interesting texture sizes (I think that is what the arrowhead symbolises yes?)
Why not go for the time tested and computational optimized 512, 1024 and 2048?
-no need for cleverness... the font does all the work-
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, vertex,
29 Posts,
Join Date Feb 2012,
Location Delft, the netherlands
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I think that the numbers next to the triangle signify the triangle count for the model.
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
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@cmtanko: I do believe SirCal was right in that the color study was just the artist expressing his pallete and use of colors. Thanks for the compliment on my piece, much appreciated!
@matsman: SirCal is absolutely right, the textures are all 1024x1024 and the numbers you are referring to art the Triangle counts for each model. Sorry if that was confusing, I apologize.
@SirCal: Thanks for the compliments on the breakdowns!
As you know, no work of art is ever truly "done". I absolutely agree with your assesment about the hallway and the waterfall- I just felt that with all the time I was utilizing to tinker with those issues, I could have been using it to work on a different piece. That is to say, I felt the tinkering wasn't paying off being that I'm pretty comfortable with how things turned out. It's something that I will definitely revisit when I have some spare time, but for now I working on some other stuff that needs the attention. Thanks for all the support, crits, and comments, I really do appreciate it! Are you working on anything at the moment? If so, link?
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, spline,
183 Posts,
Join Date Sep 2011,
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No problem!
I am working on an environment at the moment, but it's still in the Maya block-out stage. I'll post up a thread when I start rearranging everything in UDK. (That way, there will actually be stuff for people to critique on  )
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, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
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fire
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, spline,
182 Posts,
Join Date Feb 2011,
Location Montreal
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letronrael: Thanks dude!
SirCal: Can't wait to see what you're workin on!!! I'm giddy ^.^
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, spline,
183 Posts,
Join Date Sep 2011,
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Came out great though I have to agree with the others, it's a shame the corridor at the back is so black. Could have made it more interesting to give the impression it's bigger than it actually is.
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, dedicated polycounter,
1,450 Posts,
Join Date May 2010,
Location England, a quaint little town just outside London. About 40 minutes away from Moorgate.
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@Habboi Thanks! ^.^
Got a bit busy lately but definitely stuff trying to mess with some things here and there.
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, spline,
183 Posts,
Join Date Sep 2011,
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