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#1 (permalink) |
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New Artist
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stairwell
Hello all. This is a recreation of something I had done in my earlier days. The total triangle count is at 6300. I will be posting some other shots in the next few days.
All C&C welcomed. Last edited by doylle; 09-08-2006 at 12:38 AM. Reason: Prefix |
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#2 (permalink) |
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Senior Artist
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Textures on the wall and floor noticeably tile, and the mirrored uv’s on the left pipe is very obvious. You can either reduce the large texture details making them more uniform, or use larger textures that span the entire wall/floor.
There isn’t a very good sense of scale in this room. Only the railing is there to indicate it’s probably a low ceiling. Any realistic objects in an environment people can relate to will help the viewer understand the scale. For example, barrels, chairs, trashcan, tires, etc. Just pick a few that relate to where this is and add them. Unless this environment has more dynamic angles, it really only appears as a box with some pipes and rails. Since it’s called “stairwell” why not focus more on showing off the stairs? The pipes themselves look fine, but aren’t more than bent cylinder or torus. Small valves, thicker connection pieces, etc will help take them further. Based on all this, I think this piece should be moved to Work in Progess. Unless you're considering this done, I can move it for you. |
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#3 (permalink) |
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Game-Artist.net Admin
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There's also a complete absence of shadows, which make's it look very not real. (didn't want to use unreal...).
also a little comment on the broken metal bars. They look kinda odd, becouse they shouldn't bend like that. They go straight up, the bend a litte bit in stead of just bend over the entire lenght (or at least more than what you have now...) I'm sure you can improve this scene with small efford and little time... |
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| The Following User Says Thank You to doylle For This Useful Post: |
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#5 (permalink) |
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Senior Artist
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All of the above crits are very good points. Some of my own comments.
The light on the ceiling clearly isn't emitting light, but the brightness of the material suggests otherwise (to me anyway). You may want to add some sort of flat poly decals where the pipes meet with the walls and floor. Right now, it looks very ugly because of its crisp sudden ending. Whether the decal is some Ambient Occlusion, cracks, stains, anything to make it feel like the pipes are actually going THROUGH the wall, and not stopping at the wall. However, just turning on shadows may help that problem out a lot. I would strongly advise against adding a sign in your portfolio scene that says "Hire Me". Even if the scene is very well done, that is something I can't imagine an employer would want to see. They would rather see confidence than desperation. I agree that this should be moved to WIP. I would not showcase this. It's not a bad start, but needs a bit of work still. |
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| The Following User Says Thank You to JPowers For This Useful Post: |
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#6 (permalink) |
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New Artist
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thanks for the crits. So what I am hearing is to add some more stuff and make the textures blend a bit better.
Thats cool. I will definetly do that. So all in all is that too many polys for this scene, or is this just at the right amount? Its really hard to find anything on how to make a really good level, and what is generally expected of an environment artist. So any help there would be great. |
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