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really nice so far!
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, polycounter,
982 Posts,
Join Date Feb 2006,
Location Aachen, Germany
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Thanks for the heads up dudes!!
This scene is not dead, I've just been working quietly on it
I've also been away from my PC the last few weeks (crunching @ work and then I took a week off to pull myself together). But I'm back now. I've tweaked the modular parts and materials a lot since the last update. I just need to put it all into UDK which I hope to do soon!
Last edited by Minos; 07-26-2010 at 08:02 AM..
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, polygon,
686 Posts,
Join Date May 2007,
Location Sao Paulo
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created Hi-tech apartment complex (UDK environment - new media on page 3)
on 08-02-2010 08:03 PM
A new update after so much time! I changed the theme of this scene to a sci-fi apartment complex because I think it fits better the props I have in mind for this.
Please excuse me for the horrible screenshot quality. I just can't get tiledshot to work inside UED (I can't run my map on play mode for some reason). Tiledshot looks like this for me: http://www.thiagoklafke.com/misc/tem...shot_Error.jpg Has anyone any idea on how to fix that?
New media:
I'm struggling a bit to find a good color palette for my lighting, any tips on that will be highly appreciated!
Last edited by Minos; 08-02-2010 at 08:11 PM..
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, polygon,
686 Posts,
Join Date May 2007,
Location Sao Paulo
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Maybe try some info lighting, exit signs or something like the colorer coding in a hospital but with lights.
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, null,
6 Posts,
Join Date Jul 2010,
Location South St.Paul, MN
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The blues are not doing it. Try sticking with natural sunlight yellows and whites and if you have to put in an artificial light, I'd go with a red or orange, maybe a low-saturation green like you have in those hallways.
Also (hypocrite warning, since I haven't managed to pull off a good hologram myself yet), try making your holographic sign not so solid. Like, have a solid-ish rim that slowly quickly fades to a lower opacity center of the text.
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
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, dedicated polycounter,
1,448 Posts,
Join Date Nov 2009,
Location California
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Hey man, the scene is looking great so far! I like how you have managed to keep it very visually interesting without having to compromise the clean look of it. However I totally agree with SasoChicken about the blue light. Right now it is just way too blue and neon like.
And as far as the tiledshot, use tab to pull up the command prompt and not the "~" key if you want to avoid the big black menu in the screens.
Is the "Zest" thing meant to be a hologram? If so I would suggest removing the 2 wall lights above it and let the hologram itself emit the light, but only slightly. There is functionality in UDK for emissive materials to light the scene, so that would be perfect for this application. Then maybe add tiny point light type meshes on the wall behind each letter to act as the projector of the holographic letter. Something like that would help it feel attached to the scene as opposed to just floating in it. But those are just some suggestions, the scene looks great regardless : ).
Last edited by nrek; 08-02-2010 at 09:28 PM..
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, polygon,
698 Posts,
Join Date Jul 2008,
Location Bellevue WA
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Awesome stuff! I agree about toning down the blue, perhaps you can have some illuminated info signs or something that can emit some stronger blue. I really think you should stick to using the "sun" as your main source of light as you do, it works really well, and I love that you started to get in some material color as well
Great stuff Mino!
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, spline,
152 Posts,
Join Date Nov 2009,
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I don't much like the new lighting. I much preferred the old lighting.
The modelling and texturing seems solid as usual.
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, line,
92 Posts,
Join Date Feb 2010,
Location Netherlands
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Great tips guys, I'll surely take them into account!
As for the colored lighting I agree with what you guys said. I tried to put in some color but the way I'm doing it is not really working.
The Zest sign is supposed to be solid. It looks full bright right now because I added a strong spotlight on top of that, but it is a metal texture with cubemap reflections really. I'll fix that too.
@nrek: Thanks! I was using the tilde key indeed, I'll try using tab!
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, polygon,
686 Posts,
Join Date May 2007,
Location Sao Paulo
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Looks great Minotaur. I'm really like the colours and the contrast of large and small details.
I would love to see some sort of 'space age' advertisements along the walls, weather it be hollograms or billboards.
Looking forward to more 
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, dedicated polycounter,
1,398 Posts,
Join Date Apr 2009,
Location Ontario Canada
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@brandoom - YEah I'm very eager on starting on the addon props. They will be really useful for adding more color to the environment without overdoing it (like I unfortunately did in the previous update).
Tonight's lighting test:

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, polygon,
686 Posts,
Join Date May 2007,
Location Sao Paulo
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thats working out pretty well. are you using static emissive lighting?
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, card carrying polycounter,
2,031 Posts,
Join Date Apr 2007,
Location Belmont, CA
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i really like your color scheme here.. Cheers..
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, triangle,
340 Posts,
Join Date May 2008,
Location riverside
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Your last shot looks very nice. I like your art direction on this. Has a little mirrors edge feel to it.
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, spline,
131 Posts,
Join Date Mar 2010,
Location Sweden
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Quote:
Originally Posted by Oniram
thats working out pretty well. are you using static emissive lighting?
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Nop, spot lights only!
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, polygon,
686 Posts,
Join Date May 2007,
Location Sao Paulo
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ah ok. agreed with mkanderson.. it is feeling a bit mirrors edge-y. masybe if u take your environment color to a bit more of a saturated blue.. and have the emissive lights give off a fluorescent blue tone as well, they may enhance the scene a bit. also i was really digging the red tones you had on the wall pieces in your previous posts.. the orange seems to not go with the scene as much.
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, card carrying polycounter,
2,031 Posts,
Join Date Apr 2007,
Location Belmont, CA
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Wow. Insanely better, although I'd still work on making the sign look more holographic...
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
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, dedicated polycounter,
1,448 Posts,
Join Date Nov 2009,
Location California
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Looking very good! But has much potential for additional props. It seems a bit empty on the floor.
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, line,
92 Posts,
Join Date Feb 2010,
Location Netherlands
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I think it looks cool. Your detail is hi-tech, but your lighting is not. Each light in your scene is represented by a big obvious light source with a light under it (besides the sun of course). Since this isn't a barn, it could be worthwhile to research how modern facilities handle their lighting.
Great examples inside of airplanes and movie theaters. They have track lighting on the floor to guide patrons and most major lights use indirect lighting (as in, a covered light directed over a large wall surface to illuminate a room without people attention draw by a harsh, bright light bulb).
This is something often overlooked, but very important to the believability of your scene.
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, veteran polycounter,
3,304 Posts,
Join Date Oct 2004,
Location Denver, CO
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agree with chris... think the biggest bonus would be to light the sign with internal neons rather than spots
oh and down lighting is far too this century maybe a touch more up...eg sun comeing downa and a few big fill spots then your accent lights from below (spots around wall edges and maybe track lighting)
also horizontal lights (out of doors, sun direction maybe) can provide nice rim lighting but is much more dependant on viewing angle but if you know how the level will be played or veiwed most regularly......
senior lighting artist @ r*north
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, veteran polycounter,
3,423 Posts,
Join Date May 2006,
Location edinburgh
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Quote:
Originally Posted by cholden
I think it looks cool. Your detail is hi-tech, but your lighting is not. Each light in your scene is represented by a big obvious light source with a light under it (besides the sun of course). Since this isn't a barn, it could be worthwhile to research how modern facilities handle their lighting.
Great examples inside of airplanes and movie theaters. They have track lighting on the floor to guide patrons and most major lights use indirect lighting (as in, a covered light directed over a large wall surface to illuminate a room without people attention draw by a harsh, bright light bulb).
This is something often overlooked, but very important to the believability of your scene.
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That's a great idea. I was actually browsing some modern architecture sites the other day but it's hard to find pictures of corporate projects. I'm considering buying a book on architectural lighting to have a better understanding of it, if anyone can recommend a good but not so expensive one please let me know!
I also found a cool site which sells all kinds of lights for theaters, bars etc... some really good stuff here: http://www.calilighting.com/
Thanks again guys, your feedback has been really useful 
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, polygon,
686 Posts,
Join Date May 2007,
Location Sao Paulo
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nice man!
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, triangle,
314 Posts,
Join Date Sep 2006,
Location Blizzard
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Wow, I love how this piece has come together. It's a huge inspiration considering the fact that I am also in the process of creating an environment similar to this for my portfolio. Keep up the good work, I look forward to seeing how you decide to wrap it all up in the end 
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It would also be cool if you did some sort of hero asset for the middle of this large space like a holographic ad or something like that

great work though keep it up
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, spline,
134 Posts,
Join Date Aug 2010,
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I think it would be really wicked if you scrapped the commercial look to it, and added in a huge holographic galaxy map in the center.
Just some random spazy idea I got from that last picture HughieDM posted
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
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, dedicated polycounter,
1,448 Posts,
Join Date Nov 2009,
Location California
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