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DE: HR - Dr Megan Reed's Office

  • knj
  • February 5, 2014 at 10:28 PM
  • knj
    • February 5, 2014 at 10:28 PM
    • #1

    Sometime ago I've started working on a scene heavily based on concept of Reed's office
    [Blocked Image: http://oyster.ignimgs.com/ve3d/images/07/38/73894_DeusExHumanRevolution-LocaleConceptArt-07.jpg]

    This is the first place you start when playing, but in game it's much different in terms of light and ambient, so i will try to stick to this concept as much as possible. Of course I do this in my spare time, so I'm working pretty slow

    This is my progress so far

    [Blocked Image: http://pics.tinypic.pl/i/00497/3aej7m3fpzzx.jpg]

    There is plenty of meshes missing, this scene is even NOT BAKED lol, 80% of materials needs some tweaks, textures tweaks, this is heavy WIP, but i'm happy for now with this. The tv feed in background and PC/Phone displays are dynamic, screens where you can see default UDK material will be also some dynamic displays. I hope to finish this before this month ends.

  • dux
    • February 5, 2014 at 11:01 PM
    • #2

    Really nice so far. I like the plant instead of the statue in the corner. Easier to model?

  • Warby
    • February 6, 2014 at 12:12 AM
    • #3

    very cool !

  • cashed
    • February 6, 2014 at 2:25 AM
    • #4

    one of my favourite concepts from the game

  • FMPONE
    • February 6, 2014 at 2:42 AM
    • #5

    That's really cool!


    I do think, however, that if you're going to try to base your scene off of the concept art, you should probably try to match it as close as possible (to demonstrate that you are technically capable of doing so). IMO

  • knj
    • February 6, 2014 at 7:24 AM
    • #6

    Dux - yeah much easier to model but tbh, i like plants a lot and a big one fits much better IMO than a statue - in game there is empty space

    Fmpone - sure man there will be tweak war after most of the meshes will be in place, most of the books/papers meshes are just place holders, but you should never stick to concept in 100%, just like i did with the plant, and i think i got a good feel to the concept in my work - please bare in minde that there are just TWO lights there (placeholders) and the scene is not baked

    thanks all

  • ShockaPop
    • February 6, 2014 at 6:17 PM
    • #7

    I like the plant in the corner too. It's definitely nicer than the statue.

  • FMPONE
    • February 6, 2014 at 11:02 PM
    • #8
    Quote from knj

    Dux - yeah much easier to model but tbh, i like plants a lot and a big one fits much better IMO than a statue - in game there is empty space

    Fmpone - sure man there will be tweak war after most of the meshes will be in place, most of the books/papers meshes are just place holders, but you should never stick to concept in 100%, just like i did with the plant, and i think i got a good feel to the concept in my work - please bare in minde that there are just TWO lights there (placeholders) and the scene is not baked

    thanks all


    yeah the plant is a bad example of being literal to the concept art, because it does look better than the statue

  • Seldoon182
    • February 6, 2014 at 11:43 PM
    • #9

    Gotta share my point of view.


    I was looking Knj stuff, then scrolled to read at the comments then scrolled up until the last picture thinking it was the artwork then scrolled up a bit more...


    [Blocked Image: http://i.minus.com/iBEwT7tEC0X2B.gif]

  • knj
    • February 7, 2014 at 9:14 AM
    • #10
    Quote from FMPONE

    yeah the plant is a bad example of being literal to the concept art, because it does look better than the statue

    So if you have something else on your mind, hit me. Every crit is a good tip

  • FMPONE
    • February 7, 2014 at 9:26 AM
    • #11
    Quote from knj


    yeah the plant is a bad example of being literal to the concept art, because it does look better than the statue


    So if you have something else on your mind, hit me. Every crit is a good tip


    It's more of a philosophical debate. Do you personally want to recreate this piece of concept art as closely as possible because you think it looks cool, or are you trying to make your own take on it? For me personally, I like the original piece a lot, and would be 100% satisfied just recreating it to prove I could do it, but that may not be your interest. IF you were interested in being literal, I spotted a bunch of different areas (it's kind of like those pictures as a kid, try to find the dissimilarities between two images). I can totally see why this might bore you, but to me, capturing these kind of details would be pretty fun!


    Also IMO, the reason a piece of concept art is strong is not because the overall impression is good, what makes concept art in particular useful is the tiny details which an artist can then relay to the viewer. If concept art isn't precise, it's not that valuable (at least to a level designer), because anyone can come up with vague "impressions", it takes a true artist to nail the tiny details. So that's why I respect being literal.


    [Blocked Image: http://i.imgur.com/O4KrXDA.jpg]

  • knj
    • February 7, 2014 at 10:20 AM
    • #12

    First of all i want to sticl close to the concept but make if like a playable environment - I hope this answers the question
    Deffo you are right abotu the spots you've pointed out. So here is my take on it (i've added number so it will be easier for me to refer)
    1. it's orange cause in the game was orange (but when working with final composition i will thing about changing the color)
    2. missed this lol - thanks
    3. this is concept art ART - what i mean by this, this is a perspective error, and you can not place it just like in the concept, cause they would fall down
    4. this is a placeholder
    5. this is due to the light that is not baked and is very first pass
    6. i had the exact color sceme that is on the concept but it didn't fit at this point, again the light is not baked and it was odd - still when working for finall comp, will consider that
    7/9 this is extremly placeholder i need to work on how to make it right but yea it's completny out of place now
    8. you are right and as i said i will work on the papers a bit more


    [Blocked Image: http://pics.tinypic.pl/i/00497/ywceqnx08fk6.jpg]
    But thanks for that very helpful, what other artist see in this concept and what makes it really good in other eyes.
    My plan for now is to finish the first mesh and texture pass, than work on the textures and materials to get where i want and then fight with the light and posproces. Still a long way to go and my spare time is very limited

  • Mazy
    • February 7, 2014 at 10:29 AM
    • #13

    Looks great~~needs even more clutter tho! Just copy paste all that stuff a few times and you're golden

  • knj
    • February 11, 2014 at 8:47 AM
    • #14

    Ok guys, i need a tip, what do you think. I'm trying to setup the light, but the one on this concept is cool (but impossible to get in engine, only thing thats coming to my mind is to use LOADS of lights and LOADS of exclusivity) or just use some basic light and make this secene to look as close as it gets but now doins some wild shit with the light ?

  • Rick_D
    • February 13, 2014 at 5:11 PM
    • #15
    Quote from FMPONE

    That's really cool!


    I do think, however, that if you're going to try to base your scene off of the concept art, you should probably try to match it as close as possible (to demonstrate that you are technically capable of doing so). IMO


    that's not really how it works though, concept is meant to be guidance and inspiration or proof of a concept, not a blueprint. if someone *wants* to recreate a concept 1:1 good luck to them because that's pretty much impossible due to the nature of concept art, perspective, trickery and so on.

    concepts are best treated as a starting point a guide rather than what your final image should look like, otherwise you might as well just leave it at the concept.

  • Rick_D
    • February 13, 2014 at 5:19 PM
    • #16
    Quote from knj

    Ok guys, i need a tip, what do you think. I'm trying to setup the light, but the one on this concept is cool (but impossible to get in engine, only thing thats coming to my mind is to use LOADS of lights and LOADS of exclusivity) or just use some basic light and make this secene to look as close as it gets but now doins some wild shit with the light ?


    depends what you want out of it. start with a key light and the start filling in with fill lights? that concept is fucked though, i mean where is the key light even coming from, it's just a wash of highlights and random fills - looks like it;s coming from behind the camera which makes sense but how that will work in reality is a different topic entirely.

  • knj
    • February 13, 2014 at 5:23 PM
    • #17

    Thank you Rick,

    and yes, the light is pretty WTF here, i'm slowely (like 3 days now LOL) covering it, but still in production there is no way i could pull off that light 1:1 with this concept

  • knj
    • February 19, 2014 at 10:18 PM
    • #18

    Slow steady progress is better then no progress I guess.
    Here is an update, still heavy WIP
     [Blocked Image: http://pics.tinypic.pl/i/00501/9hd87ukokyd2.jpg]

    It was hard at first with the light, I had to spent some time and "master" a bit more that part of UDK, but i think i'm getting closer and closer

  • Sprony
    • February 19, 2014 at 10:26 PM
    • #19

    You're getting there dude. Just a matter of time.

  • PogoP
    • February 19, 2014 at 10:46 PM
    • #20

    Looks ace!

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