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created Dead Space Concept in Unreal
on 03-10-2009 04:03 PM
Hey all, i've been working on this the past week in an attempt to learn the unreal engine and boost my portfolio. It's based on some concept art from deadspace. Any crits or comments are of course welcome. The exterior rocks and sky are from unreal but everything else is done by me. I set myself a deadline of 7 days so i'm posting now just to get it out there.
Its taken me the past few days to figure out cubemap reflections and dynamic shadows. I can't wait to start the next quickie project now. A few more of these and i might have enough work to get a job sometime in the near future!

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, triangle,
266 Posts,
Join Date Feb 2008,
Location Edmonton, Alberta
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looks really nice! Maybe add some blood streaks or something to make it less like every other corridor. Maybe even a crashed space shit smoking in the background where the mountains are.
Freelance FX Artist | spacehulk-game.com
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, card carrying polycounter,
2,253 Posts,
Join Date Jan 2005,
Location Austin, TX
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sounds cheesy but a point of interest or story in the picture can really help capture the viewers attention
senior lighting artist @ r*north
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, veteran polycounter,
3,422 Posts,
Join Date May 2006,
Location edinburgh
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Your lighting is ace! Here are some things that pop out.
The floor: Iam not really feeling it.
The walls: I like them alot, but the way that there repeating seems very obvious. Perhaps if you could break it up with another static mesh, or something that could help. Like have a section of broken pipes? Maybe a circuit board or something? Hell, even build a light fixture that you could repeate on the walls so when its night out, theres light in the hallway. The same goes for the wall trim underneth the windows.
Just some thoughts. other than that, I am liking your look. 
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, polygon,
527 Posts,
Join Date May 2008,
Location san Diego, CA
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Yea, it's well executed, but seems overly generic. Spruce it up a bit with small props or damage, things to catch the eye, and guide it through the space.
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, triangle,
253 Posts,
Join Date Sep 2008,
Location L.A.
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maybe not some super overly droopy wires, but some nice subtly organic wires or something w break it up all the straight lines would be a nice touch.
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, card carrying polycounter,
2,032 Posts,
Join Date Nov 2004,
Location three oh three.
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I like it a lot, good start. But as mentioned feels too generic. Try adding a bit more detail! ;)
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, spline,
158 Posts,
Join Date Sep 2008,
Location London, UK
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A lot of the surfaces look like metal but I see no specularity or reflection.
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, dedicated polycounter,
1,437 Posts,
Join Date Oct 2004,
Location Cary, NC
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Quote:
Originally Posted by JordanW
A lot of the surfaces look like metal but I see no specularity or reflection.
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Yeah, i noticed that too. I'm not sure what the cause is to be honest. Each surface has a specularity which shows up nicely in maya's viewport but then isn't translating across to unreal. I've boosted the levels in the shader editor but it's still not coming across how i want it. Perhaps it's has something to do with my lighting setup. Any of you Unreal gurus know what the problem might be?
I should mention that I originally had a separate spec map for the metal but now im deriving it from the diffuse.
Here's a shot of the floor in maya's viewport with 2 point lights. (Acutally, i've just checked the floor in Unreal's object viewer and it looks pretty much the same as Mayas so it must be the lighting thats affecting the spec somehow)
Thanks for the crits everyone. I defo need to add a few more elements of interest to it although the concept was pretty much just a long corridor.
Last edited by Irreal; 03-11-2009 at 09:31 AM..
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, triangle,
266 Posts,
Join Date Feb 2008,
Location Edmonton, Alberta
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Well static lighting inherently loses some of the punch of specular lighting because it approximates all of the light vectors down to 3. The shot you gave looks like it might have a broad specular power, maybe tighten it up a bit? Also you may want to incorporate a subtle blurry reflection in addition to the specular.
You could also do some tests and just set your specular to a value of 1 and see how the static lighting is affecting the specular result then go from there.
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, dedicated polycounter,
1,437 Posts,
Join Date Oct 2004,
Location Cary, NC
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me likes  . I would add some light fixtures though, maybe some on the floor against the wall / on the roof support beams. I couldn't imagine walking down a hallway like this at night with no light! XD
-vivi
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, triangle,
264 Posts,
Join Date Mar 2008,
Location Boston, MA
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yeah i really like the lighting and atmosphere of the space so far, i would also recommend a few light sources, such as small white floor lights, or rectangle white lights placed in the arch fixture... just as a suggestion.. i really like where this is going the way it is though too.. keep it up
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, polygon,
544 Posts,
Join Date Jul 2007,
Location Austin, TX
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I think you'd really benefit from painting some seperate spec maps- If you're just using diffuse as your spec map you're going to lost a lot of nice details that you could have when you have a nice spec map. I think that's probably the biggest issue here with it..
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, triangle,
473 Posts,
Join Date Jan 2009,
Location Seattle WA
, triangle,
266 Posts,
Join Date Feb 2008,
Location Edmonton, Alberta
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can you post the diffuse? and you should try a MULTIPLY node instead of the POWER node.
I would say your diffuse probably has the specular highlight information in it which it should not but I could be wrong.You dont want the 2 maps fighting each other! Also your spec shouldn't be that dark, make sure you can see all of it, there's a lot of specular info that's missing because of it being so dark.
I would advise going over the highlights on the spec map again and making the contrast more intense but at the same time making sure you can see everything, its very important.
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I wish I had your diffuse, so i just tried to adjust the specular map and tone down the edge highlights. Also used photoshops nrm filter .

Last edited by snake85027; 03-12-2009 at 03:07 PM..
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