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#11 (permalink) |
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New Member
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Thanks for all the comments/compliments/feedback! I really appreciate it.
I would agree, the normals are a bit strong. I've also got parallax mapping on some of the materials, which makes the effect even more intense! Gotta watch that on future projects. I would also agree that the bloom is a bit over the top in some cases... There are volumetric beams (faked volumetric beams) coming in from the side which are contributing to that. I'm going to do some video capture of some matinee camera pans, as well as gameplay footage as soon as I can get my fraps working (anyone had an issue with it always exporting to 1024 x1024?) Thanks again for the comments, keep them coming, and I'll post a link of the video capture when it's available.
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My Portfolio: www.patdunal.com |
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| The Following 2 Users Say Thank You to patdunal For This Useful Post: |
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#12 (permalink) |
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Senior Member
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Wow, fantastic work! I really like the attention you've placed in the lighting. The balance of warm and cools are working out great and is pleasant to look at. I could definitely see where your history working in architecture is placing you at such an advantage here, and it shows
Great job. |
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| The Following 2 Users Say Thank You to Kaburan For This Useful Post: |
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#13 (permalink) |
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Senior Member
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It's good, I like the greenhouse look and atmosphere.
Even though it has awesome 3d art and textures on it, I don't really like your presentation. Lighting looks fine though, I like the contrast on the lighting but the pics look washed out in my opinion, especially the last one when you blind the viewer with a big ass flare! If you wanted the environment to feel dense, you could have used fog / particles instead, imho. Other than that, awesome stuff.
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Hélder Pinto ~ Level Artist |
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#14 (permalink) |
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Senior Member
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Very cool,
I would love to be able to walk around this, any plans to share the unreal file? ![]()
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www.3denvironment.co.uk |
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| The Following 2 Users Say Thank You to xtremepenguin For This Useful Post: |
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#16 (permalink) |
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New Member
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Video Capture + Thanks!
hP- Agreed. Particles would have taken this piece a bit furthur. I've got some fog, but I think some more selective areas of fog (even mist maybe?) would have added that density you were referring too. I really appreciate the constructive criticism!
xtremepenguin- I probably won't be sharing the file. Size is a bit large, and being my first environment, it's not optimized as well as it could be. I have uploaded some video capture of the scene: YouTube - The Last Green City
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My Portfolio: www.patdunal.com |
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#17 (permalink) |
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New Member
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really stunning work... you get the official seal of approval:
seal-of-approval.jpeg i love the incfluences from both offline-rendering, and game-modeling in your work, gives an exiting touch. also the clever and efficent use of the tools - very precise used with no waste of time. the "runnymede station" is also a picture to remember. solid stuff, thumbs up! talking about constructive critisim, particles is deffo the next thing you should look at, it just adds too much. realtime postprocessing is also great stuff, maybe you should play a bit around with chroma-shift and also grain and sharpen (dunno what unreal engine is capable of, only worked with cryengine so far). @ helder: don't be so harsh man! (: But in general it totally agree with you, one should listen to what HP says, this guy really knows what he talks about (. ! Last edited by patsy; 07-03-2010 at 02:48 PM. Reason: forgot something to mention |
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| Tags |
| environment, game, maya, next gen, unreal |
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