Quote from BJAThat'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]