Reply
Reply
 
Thread Tools Display Modes
Clarky's Avatar
Old (#26)
This is most excellent, I'd perhaps argue that the specular details are too fine when in direct comparison to the concept. Perhaps widen some of those scratches up. Exaggerate things a bit more towards the finished piece.

Otherwise I really like the details so far

Matt.
Learn to Poly, only then will you be a true Jedi.
Offline , null, 2 Posts, Join Date Jan 2012,  
   Reply With Quote

theonebutcher's Avatar
Old (#27)
Cheers mate! thanks for the crits and feedback!

Here is a new material that being used for the last piece of flooring and soon for the door frame.




And a new render of the mehs with new material:



Any feedback or crits appretiated!

Cheers again.

Last edited by theonebutcher; 01-29-2012 at 03:14 AM..
Offline , line, 91 Posts, Join Date Dec 2011,  
   Reply With Quote

theonebutcher's Avatar
Old (#28)
Hi Guys,

Been a bit busy so not a huge amount of progress! I have updated the latest floor material however. The staining on the floor looked rubbish so its been changed and some additional specular details have been added.



I have also taken some time to take a step back from the project have another read through the posts and review the critique given so far. I still dont know how I feel about the scale of the scene and the door way in relation to the human scae ref. What is everyone elses opinion of the scenes scale?

I am also at a point where any crits will be really helpful so if anyone has any crits or comments on the scene I would love to hear them!

Cheers!

Last edited by theonebutcher; 01-29-2012 at 03:16 AM..
Offline , line, 91 Posts, Join Date Dec 2011,  
   Reply With Quote

PogoP's Avatar
Old (#29)
It's a little hard to tell the scale at the moment because there is nothing we as humans can relate to (not a bad thing, its early days). When there are some consoles/pipes in there, I think it'll start to get grounded a little more.

Are you using an environment map at the moment? Might be nice to get it looking really shiny. Try increasing the specular slightly and tightening the spec power to give it that extra 'sheen'.

One of my main criticisms is composition of the scene. Whilst the assets are nice, the scene itself looks a little 'flat' at the moment, like an old Half-life level. Looks more like its made of brushes than individual assets.

Try making some modular pieces and connecting those up. Perhaps some flat wall pieces with little shape variation, and then some pillars coming down. Then you could change some of the flat wall pieces for more detailed sections like with pipes or panels alongside the wall, for a bit of variation.

Perhaps work on the lighting a bit more too. Decide on a distinct direction you want to take this. Think about where the scene is set. In the concept, there is a slightly fog/mist, and the lighting is very moody and sort of creepy. Perhaps a Dead Space vibe would be good here, more along the lines of horror? Making some light models would help to define the lighting.

I know its a lot of criticisms but they're all constructive to really help make this scene shine, it has a lot of potential. Nice high poly-low poly baking!
Liam Tart - My Portfolio.
Offline , polycounter, 830 Posts, Join Date Mar 2010, Location London, UK  
   Reply With Quote

Daaaave's Avatar
Old (#30)
Some awesome work dude, I've done a Paintover of a couple of my ideas which I think would add to the scene.
I think you need to break up some of the straight lines, if just with some colour. The yell tips on the base of the wall pillars, would break up some of the floor/wall lines as well as giving variety.
you could add a hint of a pillar on the right wall as well. given that the pillars are quite straight it seems odd that these pillars are only on 1 wall.
The small lights could have some emissive lighting, but also there's some wall sections without light, although this would be dull if everywhere I think you need to consider where these tiles are placed.
I'd suggest adding a few more points of interest to the scene, the plane on the wall could be a poster/propaganda/advert/game hint etc.
There's some alignment issues between some of the horizontal banding on the wall tiles towards the door at the top

Offline , vertex, 28 Posts, Join Date Oct 2007, Location Staffordshire Send a message via MSN to Daaaave  
   Reply With Quote

Daaaave's Avatar
Old (#31)
Lol. just read liam's reply. and agree with everything he said xD
Offline , vertex, 28 Posts, Join Date Oct 2007, Location Staffordshire Send a message via MSN to Daaaave  
   Reply With Quote

theonebutcher's Avatar
Old (#32)
Cheers for all the crits guys! im making a list of stuff to change! thanks again for all the crits! Keep em coming!!!!
Offline , line, 91 Posts, Join Date Dec 2011,  
   Reply With Quote

theonebutcher's Avatar
Old (#33)
Hi Guys,

Cheers again for the crits ive been working on some of the pointers given. Ive had another look at the lighting and addressed some issues with exisiting materials.

I have also had a look at the other end of the coridoor thats not in the concept.

Here are the updated screengrabs:





And here are the updated materials:





Cheers again for looking and if anyone has any crits or feedback I would love to hear them!

Last edited by theonebutcher; 01-29-2012 at 03:18 AM..
Offline , line, 91 Posts, Join Date Dec 2011,  
   Reply With Quote

Tokoya's Avatar
Old (#34)
I'm sure I don't need to tell you this but your mats are amazing, you really have these metal panels down.

how do you feel about working with CE3 so far??
Offline , spline, 139 Posts, Join Date May 2011, Location Salt Lake City, Utah  
   Reply With Quote

Ark's Avatar
Old (#35)
The Fog looks a bit to dense at the minute, it's robbing your scene of contrast.
Right now theres no gradation in your shading, once you have the glowing panels in place you could add some blue lights to break up the uniform lighting along the hallway.
Another idea would be to change the colour of the light you have coming from the right side to also break up the shading, maybe a more saturated orange to compliment the blue in the hallway.
Offline , dedicated polycounter, 1,416 Posts, Join Date Aug 2009, Location UK  
   Reply With Quote

Jessica Dinh's Avatar
Old (#36)
Very nice spec maps! x] I also agree the fog might be a little heavy. In the concept, the colors are much more saturated and vibrant than what you have now. How are you planning to address that?
Offline , dedicated polycounter, 1,674 Posts, Join Date Nov 2010, Location Orange County, CA  
   Reply With Quote

theonebutcher's Avatar
Old (#37)
Double post sorry!!!

Last edited by theonebutcher; 01-27-2012 at 11:35 AM..
Offline , line, 91 Posts, Join Date Dec 2011,  
   Reply With Quote

theonebutcher's Avatar
Old (#38)
@Tokoya: Thanks so much man! Im still seeing things I feel could improve on them, but they are the best of many many iterations! I love CE3 so far man, love the workflow for it and as a Max user I found the UI was easier to pickup than other engines! Thanks for looking and the feedback!

@Ark: Thanks for taking the time to crit dude, the fog is a bit OTT at the moment and needs to be reduced slightly im going to spend some more time bringing this under control. I like the idea of Orange lights and the smaller blue ones for the walls. Ill give these a try and post an update later mate! Thanks again!

@Jessica Dinh: Thanks re the specs, they are something ive always found really difficult and still feel as though I could improve on them. Im going to have a look at the fog and try and tone it down, regarding the saturation issues im not sure about how to address them, I think the concept get a gret deal of its vibrancy from the lighting so I think ill try starting to sort it from there.

Thanks again for looking guys! If anyone else has crits and feedback the more the better! really want to make this a scene I can be proud of!

Cheers!
Offline , line, 91 Posts, Join Date Dec 2011,  
   Reply With Quote

theonebutcher's Avatar
Old (#39)
Also I have this real urge to give this a system shock 2 theme?

What do you guys think??
Offline , line, 91 Posts, Join Date Dec 2011,  
   Reply With Quote

PixelMasher's Avatar
Old (#40)
instead of standard fog, it would be awesome to get some planes with a slightly animated fog texture, thta fade out the closer you get. dead space used these on their lights and in hallways for glows and fog that really add some wicked atmosphere without covering the whole scene in standard fog.

really great for adding depth and could work well here. I would imagine there are some already in cry engine or a shader that uses depth biased alpha somewhere to be found.
www.Pixel-Masher.com - Portfolio
Level Artist - Ubisoft Montreal
Offline , dedicated polycounter, 1,664 Posts, Join Date Sep 2008, Location Montreal  
   Reply With Quote

Iciban's Avatar
Old (#41)
wow looking good so far. be sweet if you add some broken pipes, something to give the piece more life. is Nod2 a plugin or a program. Looks amazing what it can do
Offline , spline, 229 Posts, Join Date Dec 2010, Location Vancouver Send a message via MSN to Iciban  
   Reply With Quote

ageshero's Avatar
Old (#42)
Oh my gosh! THAT IS AMAZING, uugghh. i want to be able to do this. lol
Offline , null, 11 Posts, Join Date Jan 2012,  
   Reply With Quote

theonebutcher's Avatar
Old (#43)
@PixelMasher: thanks for the advice, Im going to look into this I think your right it will definatly look better than the current fog as I feel it doesnt make sense. I think I need more localised instances of fog as you say. Thanks for the crits appretiated man!

@Iciban: Cheers for the crits! Im currently looking at what kind of items I can add to make the scene look more lived in and have more detail im thinking maybe some medical supplies on a trolley or something like that. nDo2 is really powerful man, there is a big thread on here going somewhere check it out. Its current form is an app that works in conjuction with Photoshop, I really love it.

@ageshero: Cheers for the comments man, its nice to think some likes what im making! thanks for looking!

Thanks again for the comments and Crits guys!

Keep em coming, im going to have some more progress later hopefully as Ive made some changes to the lighting etc.

Cheers
Offline , line, 91 Posts, Join Date Dec 2011,  
   Reply With Quote

theonebutcher's Avatar
Old (#44)
So more progress, ive tried implementing some feedback that you guys gave in your crits.

-Ive tried changing the light colour a little to some deeper blues and added some orange to the main light.

-Ive reduced the global fog level as it was overly harsh.

-Ive added some ground fog to the environment that fades dependant on camera position, this particle system ships with SDK.

Here are the updated grabs:




Anymore crits or feedback appretiated as they are really helping!

Cheers again.

Last edited by theonebutcher; 01-29-2012 at 03:19 AM..
Offline , line, 91 Posts, Join Date Dec 2011,  
   Reply With Quote

Computron's Avatar
Old (#45)
use imgur.com instead of photobucket please.
Offline , dedicated polycounter, 1,482 Posts, Join Date May 2011, Location Minnesota, USA  
   Reply With Quote

SgtNasty's Avatar
Old (#46)
Ya, imgur would be good, I can't see any of the images right now.
Offline , triangle, 308 Posts, Join Date Dec 2008, Location Winnipeg, MB  
   Reply With Quote

theonebutcher's Avatar
Old (#47)
Sorry guys! Just in the process of re-uploading all the images and then ill update my posts. Didnt realise there was a bandwidth limit with photobucket!

Cheers!
Offline , line, 91 Posts, Join Date Dec 2011,  
   Reply With Quote

theonebutcher's Avatar
Old (#48)
Right then all the images should be working again now guys, sorry about that!

Any crits or comments appretiated!

Cheers
Offline , line, 91 Posts, Join Date Dec 2011,  
   Reply With Quote

Iciban's Avatar
Old (#49)
thanks, i'll be sure to check out nDo2.
What kind of theme are you going for? If your going for a more scary look. Something like dead space would be cool. Darker, some blood stains, broken pipes. Stuff like that
Offline , spline, 229 Posts, Join Date Dec 2010, Location Vancouver Send a message via MSN to Iciban  
   Reply With Quote

Goeddy's Avatar
Old (#50)
i dont know if this was mentionened here before, but the whole thing looks kinda "flat" to me.
maby crank up the spec by about 100%, this would get some more volume in here.
like that render of the wall/floor with the footprints on it, that one +30% spec and normal intensity should bring this to life a bit more.
right now it looks nearly like a max render, and i know CE3 can do a lot better than this :P
Offline , triangle, 380 Posts, Join Date Jun 2011, Location germany  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch