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created UDK - Pueblo Triste
on 01-23-2011 09:28 PM
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, null,
6 Posts,
Join Date Dec 2010,
Location San Mateo, CA
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Good stuff. I noticed a few problems with floating objects (Debris on the ground) and some scale issues between objects but overall its pretty well done.
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, Administrator,
8,667 Posts,
Join Date Oct 2004,
Location Toronto, Canada
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Really rad composition and texture choice. I feel like the lighting is really blown out in the first two shots, though.
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, dedicated polycounter,
1,843 Posts,
Join Date Jun 2009,
Location San Diego, CA
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Beautiful work, I love your textures.
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, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
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yeah the scaling makes everything look miniature or a small models: giant crates, trashcans, benches, ladders etc etc
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, polycounter, lvl. 13,
7,246 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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I agree with the above posters about the scale being off, I mainly noticed it with he ladders. And the lighting (which you said you are addressing).
Another thing that really stuck out to me were the sand bags, they just don't seem to have the quality that the rest of the scene has. I am not sure what it is but they just stick out like a sore thumb to me.
Other then that I think it looks great, just a few touch ups and you will have a really nice piece.
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, spline,
170 Posts,
Join Date May 2010,
Location Near - Charlotte, NC
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Thanks for the feedback! I will soon update screenshots with both scale and lighting improvements. All comments have been helpful. Thanks!
Here's a 1024x1024 texture I made for a building and many assets. (sorry for the watermark)

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, null,
6 Posts,
Join Date Dec 2010,
Location San Mateo, CA
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I really like the outdoor areas, looks very tight! You're texture work is especially nice!
The indoor rubble scene looks like it didn't get quite the same love; The dust motes and light shaft look a bit Half-Life 1, and the rubble has some blurry undetailed textures. It's fine if it would only be visible from a distance or through a window, but you have some screenshots and flythroughs show it off as an important room.
Love it, I think you could polish it up just a little and really make it amazing!
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, dedicated polycounter,
1,616 Posts,
Join Date Oct 2008,
Location UK
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The over all look is really nice! I thought about the blurriness in the last room to, and also the harsh light contrast when you fly into the last "room". The blocks and the wall to the right looks a bit strange. Maybe a lightmap thing?
Everything stated by me is my personal opinion and it is not in any way related to Avalanche, if not stated so.
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, dedicated polycounter,
1,390 Posts,
Join Date Oct 2009,
Location Stockholm, Sweden
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Sorry for the lack of updates. I've had little time to work on critiques because of school. Anyways, I'd appreciate any feedback again on lighting, proportions, and anything else.
I'm going to re-model and texture sandbags soon.
I'm trying to achieve a semi-warm scene with cool shadows. I've barely scratched the surface on lighting by adding only one dominant directional light with a warm hue. I'm manipulating the shadow color by changing the environment hue in world properties. I haven't been able to achieve my vision yet. Are there any post processing, lighting, or other tips/tricks I should know before I advance? Thanks! Any advice is welcome.

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, null,
6 Posts,
Join Date Dec 2010,
Location San Mateo, CA
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