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[CE3] Beach Bar Environment

  • PogoP
  • February 13, 2012 at 8:14 PM
  • Thrik
    • March 2, 2012 at 2:13 AM
    • #41

    Yeah if you're tiring of it perhaps better to end the project on a positive note rather than letting it turn into a horrible chore. Just get the current angle looking good and it'll be a wonderful addition to your portfolio.

    As for the colour, that shot looks fine to me. In fact your earlier one looked quite OTT on the contrast when shown on my relatively expensive panel. Are your panels TN ones? They tend to ship with all sorts of crazy settings and it can be hard if not impossible to get them looking reasonably neutral, not ideal when doing visual work. I remember when I first got this monitor all the work I'd been doing on my previous cheap one looked awful because it literally couldn't show the amount of detail this one can — what I thought was white was really light shades of grey/colour, etc.

  • PogoP
    • March 2, 2012 at 4:52 PM
    • #42

    Cheers guys! Yeah the contrast looks alright on my monitor at work too. Still needs tweaking though.

    Going to finish up the surfboards, door, and moped this weekend, hopefully. Got a lot to do

  • AtsEst
    • March 2, 2012 at 6:16 PM
    • #43

    I think the saturation and hue of the foliage could be turned down a bit and moved towards more pale and blueish hues like in the concept, you could just as well do it in the ToD editor by making green your selective colour and shifting around the appropriate values. Just a thought.

    Nice going thus far

  • PogoP
    • March 3, 2012 at 1:17 AM
    • #44

    Roger that sir! Will explore that a little tomorrow

  • cardo
    • March 5, 2012 at 12:54 PM
    • #45

    The scene is really coming together PogoP. In the last few shots it's starting to remind me of diddy kong racing or banjo kazooie on the n64 colour-wise.. which is awesome btw Maybe not quite so colourful.. but getting there!

    [Blocked Image: http://videogamecritic.net/images/n64/diddy_kong_racing.jpg]

    [Blocked Image: http://inintendo.net/images/Review/Retro/GCN/BanjoKazooie_2.png]

  • Thrik
    • March 5, 2012 at 2:07 PM
    • #46

    I loved those games so much. Someone get making classic Rare games in CryEngine.

  • PogoP
    • March 13, 2012 at 1:49 AM
    • #47

    Hello all!

    No updates on the scene, but I have been working on this moped model a bit recently. Got the baking done, next step is to texture this puppy. It was nice doing some proper hard surface stuff again, I miss that at work

    [Blocked Image: http://dl.dropbox.com/u/7557268/Beach/Screens/prop_moped_1.jpg]

  • deceiver
    • March 13, 2012 at 12:44 PM
    • #48

    I just got done with doing one at work haha . The treads on your wheel are a tad big, I'd make them probably twice as small! I used a similar pattern as well on mine.

  • ⌐■_■
    • March 13, 2012 at 5:53 PM
    • #49

    and.. it's just a little detail, but the threads on the wheels seem to be vertically mirrored. if you look at a wheel from the front, the threads look basicly like this:

    |V|

    |V|

    |V|

    |V|

  • e-freak
    • March 13, 2012 at 6:23 PM
    • #50

    could it be that your normal map is inverted? at least on the part in front of the feet and the tires it looks really wrong to me

  • PogoP
    • March 13, 2012 at 6:56 PM
    • #51

    Hmm, very weird... It seems the normal map was inverted on JUST the tire tread. Wtf?

  • PogoP
    • March 14, 2012 at 12:49 AM
    • #52

    Did a bit of texture work on this tonight. I'm absolutely pooped now though, will finish it tomorrow.

    [Blocked Image: http://dl.dropbox.com/u/7557268/Beach/Screens/prop_moped_2.jpg]

    Also, here's the latest shot of the scene too:

    [Blocked Image: http://dl.dropbox.com/u/7557268/Beach/Screens/beach_ss_10a.jpg]

    Tempted to call it done soon, I want to utilize some of the newer Cryengine features

  • Minos
    • March 14, 2012 at 3:15 AM
    • #53

    Nice! I like the colors. Not really a fan of the way the dirt builds up though. It looks pretty obvious that you used the same instance of the brush with some crazy jitter. Try to build it up less uniformly. Maybe I would even remove the red stripes too, they feel a little unnecessary and break the color scheme a bit. Good job man!

  • PogoP
    • March 14, 2012 at 9:11 AM
    • #54

    Yeah you're right, the dirt pass was a very rushed job at 12am this morning! Gonna go back to it this evening.

    Cheers dude!

  • e-freak
    • March 14, 2012 at 9:15 AM
    • #55

    Really like this scene, but I can't see any dropbox pictures at work. Anychance you could put your latest updates on a different host?

  • knj
    • March 14, 2012 at 9:16 AM
    • #56

    also it is very easy to see the seam (color and normals) and i would work on spec a lil, it feel kind'a plastic to me

  • Puddy
    • March 14, 2012 at 9:21 AM
    • #57

    Very solid work! Love the lively palette and the warm lighting! Wouldn't mind taking a few days off at this place.

    Thumbs up!

  • Jenn0_Bing
    • March 14, 2012 at 9:25 AM
    • #58

    Looks awesome to me, loving the paint scheme on the moped, though I agree the red sticks out a little bit too much.

  • PogoP
    • March 14, 2012 at 9:48 AM
    • #59

    E-freak, I feel your pain brother. Dropbox is banned at our work but we can still see images for some reason, though that is only recent.

    Here you go:

    http://imgur.com/W5YRU

    http://imgur.com/x3n4h

    Edit - Just went back to the first page. I can't believe how rubbish this scene looked at the start. Furthermore, I can't believe I actually carried on with it! Can't wait to work on a new environment soon. I'm just thinking up ideas now.. Hmmm.

  • -HP-
    • March 14, 2012 at 11:05 AM
    • #60

    Couple hints:

    Reduce the FoV of your camera, use something like a 25/30FoV, it will make everything less "stretched", and use an actual camera not the perspective viewport! You'll notice the differences when you try it out!

    The scene needs a very slight fog. Fog helps everything, it gives depth to the scene and gets rid of the weird contrast. (Check your concept, there's actually a lot of fog going on, it's just a very light one, do the same)

    LIGHTING! Place some deferred lights on there to simulate light bounces, and to give the scene a more believable look. At the moment you're using only one light in the scene, the sun. Light bounces around, you can mimic this easlily with as many deferred lights you want / need. Put a low dif value in the light, 0 in the HDR, and a very very low spec value, like 0.1.

    Look at the concept, can you see any blacks? Apart from those few leafs in the foreground, and bellow the hut, there's none, the image is actually quite washed out, try and mimic the same effect.

    Make the palm trees bigger and bushier, like in the concept, place moar! Also, are you using the vegetation shader? You should tweak the SSS values a bit more.

    Your shadows are black/grey, look at the concept, shadows need to be light blue! Tweak your ToD!

    The tex of those rocks on the left is horrible, just get rid of them and replace them by vegetation.

    Here's an overpaint I did quickly, but as you can see, you really need to nail the fov, it's too high atm.

    [Blocked Image: http://i.imgur.com/oC6k8.jpg]

    [Blocked Image: http://i.imgur.com/zj1Fx.jpg]

    Fell free to use it or post it anywhere you want

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