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Old 11-10-2011, 02:25 PM   #1 (permalink)
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Sci-fi environment, Concept by Mensaje Pagina Juan

Hi there, so i've been working into this piece for a while and i will already admit i've become very lazy... so this is infact my attempt to break out of the laziness and get neck deep back into my work... here's my high-poly so far and i'd love some criticism back... perhaps about scale, some ideas to put in this which isn't in the concept as well... there are areas in the concept i can't quite make out myself but my mind is full of ideas which unfortunately just aren't transmitting efficiently onto paper or onto a canvas for me haha... so any help would be most appreciated =)

The concept by Juan Martinez Pinilla (I typed in some random name for the thread name by accident lol but this is actually the concept artist's name.)


And my High Poly scene so far.


If the lighting's really dark right now sorry, i just placed in a basic lighting setup for presentation =)

C&C very welcome

Last edited by AngryMindtricks; 16-12-2011 at 10:29 AM.
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Old 12-10-2011, 07:49 AM   #2 (permalink)
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I think the scale of the floor tiles is abit off, they look larger in the concept.
Would make it more visually interesting to pull the odd wire down more and vary the lengths etc.
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Old 12-10-2011, 09:58 AM   #3 (permalink)
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I agree

I am a complete noob at level design , but I am an experienced illustrator so take what I say with a grain of salt The floor tiles do seem a bit small , the other thing is your hero object feels a bit crammed in that space. It's not the width of the room that bothers me but the y (depth) that the hero object sits in. To me this makes the most sense as I am looking at that door behind it and saying hmmm. am I supposed to go there and do I have to interact with the hero object to achieve that goal. Does the hero object have a functionality or
is it just cool looking. Perhaps the door is just aesthetics. That being said I would push the door further back..but that's just me. The other thing is I think you should play with your light temperature. Play some cooler tones against the warmth of that globes glow. Your lights are all screaming "look at me...no look at me!!!" . Make a decision as to what your dominant light source is and dial down the other lights. Tell a story with the light

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Old 12-10-2011, 01:43 PM   #4 (permalink)
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Thank you for the feedback,

@mmcleo11
Now that i look at it i remembered i did model the tiles in reference to the concept and they were the right size before but then i remember i had resized the walls because the room looked too narrow before so I'll definitely resize the tiles again haha xD also i'll play with the wires more thank you

@poopsterspappy
I'm not sure whether you're referencing your crit on the concept or on my model's re-interpretation but either way i'll take in your criticism because it makes sense to me and has definitely been a point i haven't been thinking about although someone has given me similar advice for other projects in the past. The concept i can't change (because it's not mine however i have permission to use but not alter it) but i'll definitely take your advice from this point on in this project =) Thank you.

-EDIT- In the modelling side of it of course haha sorry forgot to mention that xD

Updates soon =)
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Last edited by AngryMindtricks; 12-10-2011 at 02:30 PM. Reason: missed out something.
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Old 13-10-2011, 06:40 PM   #5 (permalink)
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here's an update on the high-poly again (not much major changes besides the lights and such... but i've changed what was mentioned in the last feedback =)... i'm still a bit unsure how to approach the digital sci-fi panel looking stuff on the left hand side... because i can't quite make out what it is... but i was planning to just build a bunch of sci-fi looking slabs of metal and place them together on a plane and just photoshop some technology like designs onto the texture map itself instead? idk if that's a good idea or not haha xD



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Last edited by AngryMindtricks; 13-10-2011 at 08:01 PM.
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Old 14-10-2011, 08:00 AM   #6 (permalink)
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Nice progress dude.

1 thing I do notice now is the amount of horizontal lines as details. I think you could use some other sci-fi type details instead just seems to be vent type detail over the walls, ceiling, and bulkheads.

Curious to know as well are you going to make the whole scene in high poly then bake it down into individual assets? Or this just a hi poly practice thing?
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Old 14-10-2011, 09:13 PM   #7 (permalink)
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ah, yeah i had the same thought as you... but i've strictly just told myself to stick to the concept but i often remind myself that not everything that looks amazing in 2D will work out in 3D? so i've been very tempted to just deviate from the concept here and there xD... do you have any image references you have that might aid me in breaking this vertical lines kind of vibe?

Also, i intend to bake this down into low-poly geometry and place it into an engine. This is just the highpoly process which i'll eventually re-topologise for games (when i get there anyways haha)
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Old 14-10-2011, 09:18 PM   #8 (permalink)
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love the concept art
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Old 15-10-2011, 05:13 AM   #9 (permalink)
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If you feel like you should deviate from the concept then do it. A concept is just that a concept and you should try n put your own mark on it

From the mood of the shot it looks very Dead Space so that'd be first port of call, other games like Mass Effect and Vanquish are quite scifi/industrial looking too.
There's some cool stuff in the Eclipse mod too, just do some googling you will find a wealth of goodness out there
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Old 15-10-2011, 01:08 PM   #10 (permalink)
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you.. are... awesome xD thanks a lot, i'll get to it =) been a bit held up the last 2 days... hopefully have some free solid time to get back to this scene soon
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