Forums   Articles   Events
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Game Art > Finished Projects
Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 01-07-2009, 04:51 PM   #1 (permalink)
Frequenter
Ex-Ray's Avatar
1st Place 
Ex-Ray's User Activity: 3/10
144 - 38
Natural Selection 2 concept Scene

Hey All

I've been reading this forum for a while but haven't posted anything yet, so I thought I'll share what I've been killing myself doing for the past 4 1/2 month afterwork.

I decided to do one of those great concepts from Natural selection 2 but gave myself some creative freedom so it doesn't have to look exactly like it, this one here:
http://ve3dmedia.ign.com/images/05/42/54251_NaturalSelection2-ConceptArt-03.jpg

I wanted to practice my next gen stuff (high poly to low poly bake) as I don't really get a chance to do it at work and to prove to myself really.

This is part one of my finished piece, as at the moment my final output is a mental ray render. I do intend to migrate this to Unreal Ed which I'm still learning. Hopefully in unreal the spec and normals will 'pop' out more and I can play around with particles, light beams, cube maps etc and bring it more alive.

There are minor post effects such as the usual, levels, colour balance etc. I did add the smoke, light bloom and haze in photoshop and I hope I can mimic that in UnrealEd in realtime.

I definitely learn a lot on this piece and on hindsight I could have probably reduce the polycount down a little. The whole scene is 25968 tris with 1024x1024 textures and just one 2048x1024.

Hopefully I can post the unreal version soon.........probably in another 4 1/2 months time!
Attached Thumbnails
natural-selection-2-concept-scene-ns01wire.jpg   natural-selection-2-concept-scene-wips.jpg   natural-selection-2-concept-scene-crate01.jpg   natural-selection-2-concept-scene-loader01.jpg   natural-selection-2-concept-scene-ns01.jpg  


Last edited by Ex-Ray; 02-07-2009 at 03:20 PM.
Ex-Ray is offline   Reply With Quote
Old 01-07-2009, 09:37 PM   #2 (permalink)
New Member
ninersix's User Activity: 0/10
19 - 1
Looks nice.
If i were to crit i would say the chipped paint in your textures would be better placed along edges and handled areas rather than on the flat surfaces
ninersix is offline   Reply With Quote
The Following User Says Thank You to ninersix For This Useful Post:
Old 02-07-2009, 06:12 AM   #3 (permalink)
Frequenter
mr_flibble's Avatar
mr_flibble's User Activity: 0/10
131 - 21
You've done a nice job there.

A reservation i have though is that there appears to be some contrasting styles in there. For example, the crane arm int he middle and the crates on the right have a cartoon/cell shaded feel to them, as they have some heavy black outlines, whilst the floor and certain parts of the walls have a realistic feel. I think either style would work fine, just perhaps need to marry them up.

I do feel that the the transportation device (can't think of a proper name ) needs a bit more dirt and stuff on it. for something that looks industrial it would have some dust/grease/oil/scratches etc.

these are just small points though, as this is a strong piece
nicely done
mr_flibble is offline   Reply With Quote
The Following User Says Thank You to mr_flibble For This Useful Post:
Old 02-07-2009, 07:48 AM   #4 (permalink)
Frequenter
Ex-Ray's Avatar
1st Place 
Ex-Ray's User Activity: 3/10
144 - 38
Thx for the crits guys. A friend also mentioned the outlines on the crates as well so I'll prob have a look at what's causing it. I think it could be my AO on the diffuse especially since I cranked them up a bit.

UPDATE:
Turns out it was the AO! I've edited it and uploaded amended version

Last edited by Ex-Ray; 02-07-2009 at 03:23 PM.
Ex-Ray is offline   Reply With Quote
Old 03-07-2009, 03:34 PM   #5 (permalink)
Senior Member
Minotaur0's Avatar
Winner of Speed Texturing Winner of Speed Texturing Winner of Speed Modeling 
Minotaur0's User Activity: 0/10
187 - 15
Looks really cool!
__________________
Level Designer @ Ubisoft Sao Paulo
Digital Portfolio
Minotaur0 is offline   Reply With Quote
Old 06-07-2009, 12:00 PM   #6 (permalink)
Frequenter
mr_flibble's Avatar
mr_flibble's User Activity: 0/10
131 - 21
looks a lot better now dude. good job!
mr_flibble is offline   Reply With Quote
Old 27-07-2009, 04:12 PM   #7 (permalink)
Frequenter
Matroskin's Avatar
Matroskin's User Activity: 2/10
146 - 31
nice and clean wires.

My concern now is lighting.

The light bulb in upper right corner is the brightest element on the image. It guides the eye there but there's nothing special in that corner. Instead u could have some lights that attract attention to the center piece. And some brighter blue lights in the tunnel on the background, because those blue "windows" look dead and fake right now.
__________________
my stuff
Matroskin is offline   Reply With Quote
Old 01-08-2009, 06:33 PM   #8 (permalink)
Senior Member
Kaburan's Avatar
Kaburan's User Activity: 1/10
325 - 32
Nice job! I think the textures could use a bit more work, some pieces look a bit flat as well as your lighting. Overall it looks great!
__________________
Environment Artist - Portfolio
Kaburan is offline   Reply With Quote
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 05:06 PM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net