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DE: HR - Dr Megan Reed's Office

  • knj
  • February 5, 2014 at 10:28 PM
  • -HP-
    • March 4, 2014 at 5:42 PM
    • #41
    Quote from BJA

    That's a lot of props you had to do for such a small room turned out really great!


    This! There's more props in here than it's needed to fill an entire level, lmao!


    God damn I had to look twice at the finalized picture, I thought you were reposting the concept art. You absolutely nailed the concept, almost too well actually. This is one of those examples when something is so perfect it looses it's magic, if that makes sense at all? lol

    Like, I see an immense achievement when it comes to execution with this piece, geo, textures, shaders and even the lighting is absolutely spot on, it's jaw dropping but there's nothing to it that makes me click and go "holy shit", and the weird thing is I don't exactly know why but I have an idea, it's probably because you didn't added your own flavor to this scene.

    Being an game artist is about doing great art but also about putting your own genes into your art, you were more concerned into trying to make it just like concept art piece than letting your inner artist do some of the work, working with constrains is always good because you practice a lot but I would still love to see you do a reimagine of this scene instead of a 1to1 where the execution is perfect but we've already seen this thousands of times.


    Overall, absolutely amazing piece, I really respect the amount of patience you had when making all that good quality art!


    Also, couple more things, you used UDK right? Hop ingame, and use tiled shot to create a higher res super sampled screenshot for your final piece, it will get rid of jaggies and smooth out everything.

    And while you're at it, you might want to brigten the picture a little bit and remove some of the crunched blacks, it's a bit too dark and definitely too contrasty which makes it harder to focus on the image since it becomes noisy. Also while you're at it tweak your presentation a little, ambient light is way too green, which is tipically never good (Rage I'm looking at you) make the ambient bluer (it will look more cyberpunk too), you might also want to introduce a bit more of a noticable gradient (probably warm on the left and transitioning to colder colors on the right / ambient side) so your eyes will focus on the brigher area and slowly slide to the right.

    Here's a quick shitty test, I would need to acess the levels post process to do a decent job since it's so monochromatic but you get what I mean I guess


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

  • knj
    • March 4, 2014 at 7:23 PM
    • #42

    As I said before, MapCore is fucking great ! Soo much amazing feedback ! Lova ya all guys

    Rick D - no I don't use SSS, but the materials are VERY clean, no dirt, no cratches ect (I'm talking about metals) so this might make it look like that, and as i said i still need to tweak the materials

    HP - Thank you soo much ! And now here I'm on crossroads. I can totally agree with you, that artist should put some heart into his work, but with this piece I wanted to show that I have the eye for color (which is still off lol), composition, props and engine skill to make a 1/1 concept in game.

    Quote

    it's a bit too dark and definitely too contrasty which makes it harder to focus on the image since it becomes noisy

    True that, but still after looking at this concept art it still is not contrasty engouth - still you got a point there. Even now I see what is off in my work, when in compare with the concept (lol) and shit, right now I'm srsly not sure what to do.


    Clarify this or just say that I'm wrong. The best course of action will be to get as close to this concept (closer than this is ATM) tweak the materials to make it look a little bit more alive. And after that call it done. Next go with my own piece just to show my actuall skills, not "redrawing" concept into 3d. How's that sound ?

  • Minos
    • March 4, 2014 at 7:44 PM
    • #43

    How about improving the concept? Your execution is pretty good but the concept is not perfect by any means.


    Brainstorming some quick ideas:

    * Add volumetric lights coming from the window and subtle light glows to the ceiling lights to give the scene more depth

    * Add more material variation, such as hardwood flooring maybe? Who would want to have cold metal as their office floor?

    * High frequency details are a bit lacking now. I'm not talking about noise but really small stuff like small emissive lights, decals, etc...

    * What sort of work is done in this office? There's clutter and papers everywhere, an xray screen, a small tablet, a microscope and a giant TV screen in the back. It all seems very random (not your fault but the concept's). The place seems like a weird mix between a Blade Runner police station (there's a reason why that one is cluttered, it's a bureaucracy) and a security room. Why is this place so cluttered anyway? Scientists are usually organized people.

    * Cables on the floor? What scientist would be that stupid? Cables and stuff like that are usually a quick way to add detail to a concept, but you should never translate those ideas 1 to 1 to final environments.


    In general, nobody cares about inconsistencies like that when playing a game since they are always moving and going to different places, but when you spend so much time working on a single room for a portfolio those inconsistencies become more glaring and people are probably going to notice them. I'm not advocating for "ultra realist" environments where everything makes sense, but as an artist it's important to think about function and purpose. Right now I can't tell what this place is supposed to be or what's taking place in there.


    Hope that helps

  • knj
    • March 4, 2014 at 8:28 PM
    • #44

    Minos, yes that is deffo good idea !

    As for the clutter and wires here are some in maya shots: (bare in mind that i was not concentrating on optimazing it, but more on reusing texture/materials and doing it as fast as I can )
    Here are the basic pieces


    [Blocked Image: http://files.tinypic.pl/i/00506/kkamoey95w35.jpg]

    This was my base, all other pieces of the clutter were made from this, here are some examples

    [Blocked Image: http://pics.tinypic.pl/i/00506/f6b9tn92ou8h.jpg]

    [Blocked Image: http://pics.tinypic.pl/i/00506/zyte1sipfd78.jpg]

    [Blocked Image: http://files.tinypic.pl/i/00506/k5dgwyyc0u24.jpg]

    And some ares in that scene

    [Blocked Image: http://files.tinypic.pl/i/00506/tix1zc5v4156.jpg]

    [Blocked Image: http://files.tinypic.pl/i/00506/qac6qud5x526.jpg]

    Hope this is what you wanted to see

  • FMPONE
    • March 5, 2014 at 1:47 AM
    • #45
    Quote from (HP)

    This! There's more props in here than it's needed to fill an entire level, lmao!


    God damn I had to look twice at the finalized picture, I thought you were reposting the concept art. You absolutely nailed the concept, almost too well actually. This is one of those examples when something is so perfect it looses it's magic, if that makes sense at all? lol

    Like, I see an immense achievement when it comes to execution with this piece, geo, textures, shaders and even the lighting is absolutely spot on, it's jaw dropping but there's nothing to it that makes me click and go "holy shit", and the weird thing is I don't exactly know why but I have an idea, it's probably because you didn't added your own flavor to this scene.

    Being an game artist is about doing great art but also about putting your own genes into your art, you were more concerned into trying to make it just like concept art piece than letting your inner artist do some of the work, working with constrains is always good because you practice a lot but I would still love to see you do a reimagine of this scene instead of a 1to1 where the execution is perfect but we've already seen this thousands of times.


    Overall, absolutely amazing piece, I really respect the amount of patience you had when making all that good quality art!


    Also, couple more things, you used UDK right? Hop ingame, and use tiled shot to create a higher res super sampled screenshot for your final piece, it will get rid of jaggies and smooth out everything.

    And while you're at it, you might want to brigten the picture a little bit and remove some of the crunched blacks, it's a bit too dark and definitely too contrasty which makes it harder to focus on the image since it becomes noisy. Also while you're at it tweak your presentation a little, ambient light is way too green, which is tipically never good (Rage I'm looking at you) make the ambient bluer (it will look more cyberpunk too), you might also want to introduce a bit more of a noticable gradient (probably warm on the left and transitioning to colder colors on the right / ambient side) so your eyes will focus on the brigher area and slowly slide to the right.

    Here's a quick shitty test, I would need to acess the levels post process to do a decent job since it's so monochromatic but you get what I mean I guess


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

    Display More


    Spot on

  • knj
    • March 5, 2014 at 6:13 AM
    • #46

    You were the one also sayin to copy the concept 1/1

  • FMPONE
    • March 7, 2014 at 1:01 PM
    • #47
    Quote from knj

    You were the one also sayin to copy the concept 1/1

    I think you did a really good job of it, what I really like is how HPs colors would work with the geometry u made.When I think of DX:HR, I think of that golden color filter every time

  • knj
    • March 7, 2014 at 1:17 PM
    • #48

    yea man, I will deffo tweak some values in there but at some point tweaking must stop hehe

  • General Vivi
    • March 7, 2014 at 4:58 PM
    • #49

    Those wires were hawt bro! This looks sooo sick!

  • knj
    • March 8, 2014 at 2:13 AM
    • #50

    Thank you so much General, but it is nothing special, just copy/paste some clutter

  • Sprony
    • March 8, 2014 at 1:23 PM
    • #51

    Could you post a full HD version of the final result? I would like to use it as a wallpaper. Preferably with HP's suggestion in mind (hopping in game).

  • knj
    • March 8, 2014 at 4:51 PM
    • #52

    Yes I will, but first i want to make some changes, but atm I don't have time lol - so soon

    and man, this as a wallpaper ? damn I feel honored . . .

  • Sprony
    • March 8, 2014 at 4:59 PM
    • #53
    Quote from knj

    Yes I will, but first i want to make some changes, but atm I don't have time lol - so soon

    and man, this as a wallpaper ? damn I feel honored . . .


    You should be! Because my background is filled with names like Doom, Darksiders, Aliens, The Witcher and Far Cry 3

  • dux
    • March 9, 2014 at 4:30 AM
    • #54

    stop eating carbs n post some bitchin shots god damn

  • knj
    • March 9, 2014 at 10:18 AM
    • #55

    Just to let you know, I've stop eating carbs for some time just to take that screen for you, but as always some issue gotta come out, and I have no idea why 3/4 materials with reflections lose the reflection with tiledshot, and some are still ok, WTF UDK

    edit:

    materials with scene capture reflect actor (like the flood, desk, table ect) don't show in tiledshot, and google have no answer to this

    Why it's so hard to take a good screenshot in UDK OMG !

  • Pampers
    • March 9, 2014 at 11:51 AM
    • #56

    a lot of effects won't work properly with tiled shot, you can try to start the game with a huge ass resolution instead

  • knj
    • March 9, 2014 at 12:00 PM
    • #57

    Now i can see that, I was hopin that tiledshot fuckes up only PostProcess

  • knj
    • March 10, 2014 at 9:32 AM
    • #58

    Sorry guys, but you need to wait for the HighRes screenshot here, most reflection are gone when I do "tiledshot" and it is very hard to recreate in PS (but i will try), and my max resolution is 1920x1080, but what bothers me is why i don't get really smooth AA even with AA postproces set to MAX

    it's damn shame, that you can't get highres shoots from UDK with all that postprocess and other vfx

  • OrnateBaboon
    • March 10, 2014 at 10:58 AM
    • #59

    You tried tiledshot 6 128? I remember the screens coming out nice, whereas the normal tiledshot had a grid like pattern across it.

  • knj
    • March 10, 2014 at 11:31 AM
    • #60

    My tiledshot is looking good but some materials are loosing reflections and thats the problem

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