Author : jdvi


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theonebutcher's Avatar
Old (#51)
@Iciban: I think im going to go with a System Shock theme! so horror really, dont think I want to go as dark as Dead space though. Im currently making some new versions of system shock 2 assets to add to the scene.

@Goeddy cheers the crit man, ive made some alterations to the materials ive attached some updated screens so let me know what you think!

Here are the updated grabs, ill have some new materials and updated meshes to post up later.






Again any crits please let me know.
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scotthomer's Avatar
Old (#52)
Its starting to look good! I think one of your main issues is visual noise, there is a lot going on, with very little in terms of a focal point. The second image works quite well because you have more of a foreground, mid ground and background. The doorway is making a nice focal point, and your eye is pulled from left to right (the direction you read) and into the doorway, making the composition work much better. Perhaps think about what is the focal point? the purpose of the scene and work around that. That being said, you've got the base elements there so run with it! Less noise, more composition.

Hope that helps!
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theonebutcher's Avatar
Old (#53)
@Scotthomer: Cheers for that man! Im unsure what to make my focal point at the moment though im taking this down a horror route so going to have a think on that. Cheers for the crits im going to have a think on them. Thanks again!

I have finished making the consoles and also an information point that is inspired from the ones from System shock.

Here is a grab of the info point:


Here is a grab of the first aid point and the consoles:


I have also taken some new grabs of the scene so far:



Any crits or feedback will be greatly appretiated!!

Cheers!
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Seirei's Avatar
Old (#54)
It seems like these hovering screens could use some alpha channels, but I'm guessing that's already in the making, right? ^^

I realy like where this is going, great progress so far.
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theonebutcher's Avatar
Old (#55)
@seirei: cheers man glad you like it! I am currently using the alpha for the illumination. However I'm having some trouble using an alpha map with the illum shader for opacity it appears to use the alpha of the diffuse as default but this is being used for the glow so gives poor results. However when I use a unique alpha for the opacity it doesn't seem to work. Can you use glow and opacity at the same time in the illum shader in the free sdk? I have looked through the documentation and it looks like opacity isn't work properly at the moment. Does anyone know a work around for this or if (as I am hoping) I am wrong?

Cheers again! Bring on those crits
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Joshflighter's Avatar
Old (#56)
I like it, but I feel like the walls are still flat. The floor on the other hand is lovely. :3
(Not saying your walls are bad, but atm they just aren't poping out, like the floor )
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theonebutcher's Avatar
Old (#57)
@joshflighter: cheers for the crit, I'm going to have a look to see what I can do to give the walls some more pop. Might have a look at re working some of the normal map. Or I might use some parralax if it comes to it. Cheers again!

Keep em coming!
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theonebutcher's Avatar
Old (#58)
Thanks again for the crits guys.
I have added some extra geometry to the walls to try get away from the flat appearance a few of you guys have highlighted.

Here are some updated screengrabs:










Anymore crits appretiated!
Cheers!
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PogoP's Avatar
Old (#59)
You know what, I think the ground could benefit from a bit more broad detail rather than the finer details you have at the moment. Think big panels that would be comfortable to walk on. At the moment, the floor looks kinda like you've just slapped a wall texture on it.

Also, the ceiling seems very flat and overly lit. I would focus on tightening up the contrast in your lighting and make it a little more atmospheric.

Edit - Just looked at the concept. The panels on your walls could be a little more 'rounded' and have deeper cracks in between; less hard than they are at the moment. I'm talking more in terms of the normal map at the moment. Also experiment with darkening some of your textures and getting a bit of colour in the floor. It looks sorta desaturated at the moment.

It's mainly about atmospheric tweaks to nail that composition and feeling in the concept!

Last edited by PogoP; 02-03-2012 at 03:07 AM..
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theonebutcher's Avatar
Old (#60)
Cheers for the crits mate! Gonna get onto working on the floor asap going to see if I can re work the normals for the walls as well! I think I'm going to completely re do the lighting as I'm not happy with it either atm going to use some alpha maps on the lights that mirror the light sources and see what that looks like.

If anyone else has any crits is love to hear em!

Cheers
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theonebutcher's Avatar
Old (#61)
Heres a bit of an update, I have re done the lighting trying to mirror the concept and improve the contrast of the lighting ive also added some projector lights masked wth Alphas.

Here are some screengrabs:











If anyone has any crits or feedback I would love to hear it, going to try and get this finished over this week!

Cheers for looking!
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marq4porsche's Avatar
Old (#62)
This has come right along, I'm in love with your textures. For your lighting really push for some more contrast and go for that nice blue ambient lighting that the concept has. Right now your scene looks like it has no color at all and all of the greys are mixing together. You can add a bit more blue to the texture so you can help your lighting along.

I also feel that you can push the depth of your textures a little more and get add some larger detail to complement the small details that are everywhere. The concept also has more wear and tear showing the age of the environment. The panels are also have larger gaps separating them which should read easier. The ceiling grates are also larger and easier to read. The floor panels as well. You can also get your signs to look better by adding a nice alpha channel to add more shape and detail instead of just solid rectangles. Maybe play with the medical sign shapes and do a cool new one. I hope that helps.
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[HP]'s Avatar
Old (#63)
Not bad, not bad at all!

A bit noisy on some of the textures, making the overall scene very busy.
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Iciban's Avatar
Old (#64)
yes, really love the lighting so far. Totally agree on marq. You can push the lighting further more. Get some more contrast in your colours
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theonebutcher's Avatar
Old (#65)
Ah cheers guys! im goign to post an update tommorow if I get the chance with tupdated lighting ive managed to tighten the contrast some more through the TOD id love to hear what you guys think of it when its done!

Thanks again for looking!!!
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raul's Avatar
Old (#66)
Awesome texturing!
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theonebutcher's Avatar
Old (#67)
@marq4porsche: thanks for the paintover mate! I have updated the lighting etc and attached some new screengrabs below. Thanks again for the crits!

@HP: thanks man! regarding the textures is it that there are too many details or that the spec/diffuse details are too dense?

@Iciban: Thanks again for looking dude! Tkae a look at the new grabs below and let me know what you think!

@Raul: Thanks man glad you like them, Ive been practicing texture painting lately and really been enjoying it. thanks for looking man!

Here are the updated grabs, contrast and saturation were changed through the TOD to tighten them up:











Cheers again for looking and anymore crits or comments are appretiated!
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PogoP's Avatar
Old (#68)
Fuck yeah, definitely a step in the right direction (more like a giant leap in the right direction).

Now just make it look lived in and have a purpose, and you're onto a winner.
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SasoDuck's Avatar
Old (#69)
This is delving away from the concept, but maybe switch the yellow posts to red...? The blue light on them is giving them a really sickly green colour

I like Pogo's idea, like maybe add in some sci-fi welding torches or something, with some tool boxes or hell even something less cliche (maybe the skeleton of some dead space lizard with bits of flesh still hanging off the bone?)
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roosterMAP's Avatar
Old (#70)
Make the yellow more orangish... but not strait red. or else its gonna turn purple with the blue light.
Also, make the yellow light bleeding into the main hall stronger with less falloff. That way it'll come out more when it hits the main hall.
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theonebutcher's Avatar
Old (#71)
Thanks for that guys! Need to finish off a few of the assets and im going to start thinking of some stuff to make it feel lived in. I Will give the orange textures a go and see how they look, they do look a bit green atm.

Thanks for the crits guys! any feedback would be awesome really want to push this as a folio piece!

Cheers again!
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Macattackk's Avatar
Old (#72)
Good progress, keep it up! how did you go about making the ground fog? is it a particle effect, or did you use some kind of custom fog volume?
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Mr_Paris's Avatar
Old (#73)
Add more junk. Break up your walls. It's still too much of a box room imo.
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Alberto Rdrgz's Avatar
Old (#74)
i like what you got, my only crit is on your textures, altho they look great they are pretty basic. All you have are rectangles and circles. It's a weird design choice.
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Seirei's Avatar
Old (#75)
God I hope my scene will turn out this good in the end... Really impressive progress and very inspirational!
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