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Mass Effect 2 inspired scene

  • Steppenwolf
  • August 12, 2011 at 10:11 PM
  • Steppenwolf
    • August 12, 2011 at 10:11 PM
    • #1

    Two fresh WIP's:

    [Blocked Image: http://i.imgur.com/S8rb0.jpg]

    [Blocked Image: http://i.imgur.com/PYYrJ.jpg]

    Posted these earlier in the random model thread:

    The concept it's based on:

    [Blocked Image: http://i.imgur.com/oTZNV.jpg]

    Naked scene with just normals and AO:

    [Blocked Image: http://i.imgur.com/jAuZA.jpg]

    [Blocked Image: http://i.imgur.com/Adv4G.jpg]

    Does anyone of the Crytek guys know if it's possible to have light emmit from a rectangular shape (perhaps solid based)? Right now i just placed some omnis in front of the ceiling lights and it's visible in the reflections.

  • 2d-chris
    • August 12, 2011 at 10:43 PM
    • #2

    wow that looks so cool

    for the light, can project a texture light and set spec to 0 - if you don't know already find the property on any light (projected texture or something) we don't support hl2 style emissive lighting.

    come to think of it, you might need to add lots of small radius point lights to get the spec looking right ;(

    helder would be better to answering this, but u might get better results lowering spec of your lights, adding intense projected lights, setting materials to nice and glossy and baking some tasty environment cubmaps to get that clean metalic look - you can capture the cubemap with lights and stuff disabled if you get better results, can add them to a new layer for ease of use ... all depends how detailed your willing to go

  • twiz
    • August 13, 2011 at 1:56 AM
    • #3

    Damn, you nailed that scene! Only crit is I'd say lighting is a bit too blue, compared to the concept art. Maybe a tad washed out from the lighting too. The concept doesn't have so much fog/bloom. Nit picks!

    But seriously impressive sir.

    With the diffuse on you don't really notice the normal seam on the roof cross piece. I can see hints of it but not nearly as obvious as with just normal/ao.

  • insta
    • August 13, 2011 at 1:28 PM
    • #4

    Flabbergasting!!! You nailed the lighting as well, really awesome work!

  • Mazy
    • August 13, 2011 at 1:41 PM
    • #5

    Super sexy~

  • Evert
    • August 13, 2011 at 4:21 PM
    • #6

    Awesoem stuff! I miss the lighter blue from the concept on the windows tho

  • Bunglo
    • August 13, 2011 at 10:58 PM
    • #7

    Damn that looks awesome. Pretty much spot on from the concept, though I agree with the others regarding the blue being a bit to strong in the lighting.

    Regarding the seam, I'm going to assume you welded the touching verts before baking? It's super difficult to spot it with the textures on there but figuring out what caused it and how to fix it is always a fun thing to do.

  • ⌐■_■
    • August 13, 2011 at 11:13 PM
    • #8

    if i were another supersexy scene in 3D, i'd be likely to have sex with your scene. <3

  • Steppenwolf
    • August 13, 2011 at 11:49 PM
    • #9

    Hey guys thx for the positive replies so far! Lighting isn't finalized and i haven't touched post processing effects yet. The concept is somewhat desaturated. This should be easy to accomplished but i haven't made up my mind yet if i go the "as close to concept as possible"-route or the "as nice looking as possible"-route. I kinda like the blueish lighting.

    As for the normal seam i haven't completely figured it out. I tried to follow warby's tutorial but it just made the edge more visible. Perhaps next time i do something similar i shouldn't have a slight cone shape towards the center of the low poly. However fading out the spec map towards the inner edge pretty much fixed it. Also keep in mind that i used a very high gloss setting for the "naked" screenshot. This exaggerates every normal/spec issue.

  • twiz
    • August 14, 2011 at 2:00 AM
    • #10

    warby!!

    The blue lighting doesn't look bad, but I personally prefer the less-blue of the concept.

  • Vilham
    • August 14, 2011 at 4:17 PM
    • #11

    that looks fucking badass

  • Steppenwolf
    • August 21, 2011 at 11:35 PM
    • #12

    Some fresh screens. Not sure if i'll be doing more with it. Will be busy with work in the coming weeks and also would like to do something different for a change.

    [Blocked Image: http://i.imgur.com/9w5HN.jpg]

    [Blocked Image: http://i.imgur.com/XR6M1.jpg]

    [Blocked Image: http://i.imgur.com/fYOny.jpg]

    [Blocked Image: http://i.imgur.com/KfzFz.jpg]

    [Blocked Image: http://i.imgur.com/0lhJL.jpg]

    [Blocked Image: http://i.imgur.com/tgqgg.jpg]

    [Blocked Image: http://i.imgur.com/brHzb.jpg]

    [Blocked Image: http://i.imgur.com/VEtN0.jpg]

  • skdr
    • August 22, 2011 at 6:43 AM
    • #13

    So clean...

  • e-freak
    • August 22, 2011 at 8:33 AM
    • #14

    two minor complaints: lighting is too "generic" (i miss some changes in contrast) and the text seems pixelated. Maybe try highres Decals for the text. And don't put the text over the normal mapped edges as it kinda breaks their depth impression.

    looks awesome anyway!!

  • ElectroSheep
    • August 22, 2011 at 9:03 AM
    • #15

    Agreed with E-freak for the text

    Cubemap brings a lot

  • -HP-
    • August 22, 2011 at 10:21 AM
    • #16

    I would give my left testicle to be able to open the scene and tweak it for a few minutes, this is looking so good but it feels like it's lacking that final layer of polish to make it look "shippable".

    If you look at the concept, and compare it with your results so far, it's lacking contrast (AO) and better material work.

    I see most of your materials are a bit washed out, which means the spec and gloss work can and should be worked on further, also don't be afraid to go ahead and add a very slight detail normal map to it, give it a bit of high frequency noisy to the surfaces, but not too much so it ruins the clean look.

    Here's what I mean, look at how clean your result is, and the one in the concept; it's still clean but you can see some spec/gloss work going on and high frequency detail goodness.

    [Blocked Image: http://i.imgur.com/iS2Au.jpg]

    I also think your lights are way too bright, I know they are also pretty bright on the concept but on your scene it's taking a bit too much on the screen, especially the coronas. Here's a little trick that only takes 1 second, go to your light material in the material editor, copy the difuse map and paste it a copy of it on the "decal" slot, it works as a mask and generally the lights look better that way.

    Here's an example of what I would do. (Still missing the wear and a bit more word out crevices, etc)

    [Blocked Image: http://i.imgur.com/QxCB4.jpg]

    Hit me up on Skype if you need help with the sandbox material editor.

  • Steppenwolf
    • August 22, 2011 at 12:58 PM
    • #17

    Some good points guys. I'll do a final pass when i find the time.

  • skdr
    • August 22, 2011 at 1:48 PM
    • #18

    There's a thread at Neogaf about your work:

    http://www.neogaf.com/forum/showthread.php?t=441905

    and Shacknews:

    http://www.shacknews.com/chatty?id=2654 ... r_26549861

  • Steppenwolf
    • August 22, 2011 at 3:08 PM
    • #19

    Thanks for the heads up. That's really cool that it gets some attention outside of where i posted it.

  • GregBoffins
    • August 30, 2011 at 6:21 PM
    • #20

    Great work Mr.

    Pimped around work a bit.

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