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Deus Ex corridor

  • SolarB
  • November 9, 2014 at 2:36 PM
  • SolarB
    • November 9, 2014 at 2:36 PM
    • #1

    Hi all, this is my first attempt at an interior scene in Cryengine. I'm mostly a noob so the minimalism of the concept art was a perfect fit. It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.


    concept art:

    [Blocked Image: http://gryphart.com/files-gryphartcom/Gryphart_Images/Games/DeusEx_3_Human_Revolution/HumanityFirst_Interior_Corridor_BehindGarden_rsfwb.jpg] my attempt:[Blocked Image: https://dl.dropboxusercontent.com/u/22580256/Deus%20Ex%20HR%20Corridor.jpg]

  • will2k
    • November 9, 2014 at 4:45 PM
    • #2

    Great work


    If I have to say something about the scene, I would say switch the wall/ceiling textures to something similar to the original concept scene.


    the texture has lines and dots which help create a sense of scale, harmony and clear edges for a futuristic setup.


    your texture makes walls look a bit flat and undelimited.


    this is still WIP so changes are still ahead.


    keep up the good work

  • SolarB
    • November 10, 2014 at 5:10 AM
    • #3

    Thanks! I'm thinking of just adding a normal map with the rivets/lines and maybe a detail layer or better spec map for the roughness. Is it good practice to have the lines in the diffuse as well?

    Texturing will be a bit painful cos silly me made the walls as one object so I'll have to split it into segments. Forgive my ignorance of modularity, haven't really made a map since Build engine where you could just raise bits of ground and give them textures

  • Void
    • November 10, 2014 at 3:35 PM
    • #4

    I agree that it looks good so far!


    Just some things I noticed: You could probably do to tone down the tile patterning on the floor, opting for a smoother, more subtle pattern as in the concept. If anything, it's more reflective than having any serious detail.


    Also, you doors are a bit darker, wider, shorter and are made of a different material than the ones in the concept. It looks like they are just supposed to be painted metal, rather than wood.


    Additionally, it looks like your angular alcove right before the first door could be a little deeper. Reason I picked up on this is because it looks like the top of the door frame is about halfway up the top angled light strip. Seems like you also got that idea as well, just need to tweak it a bit.


    Oh, and your plants are green, whereas the concept art has monochromatic trees. Also, you missed one of the weird ceiling angles right above said alcove and a white stripe on the back wall.


    Feel free to disregard what I've said. It's your work and I understand that there is a thing called artistic license and such.


    Just nitpicking the hell out of it like I do to the stuff I make where I will agonize about the precise placement, scale and color of objects in scenes I try to make.

  • will2k
    • November 11, 2014 at 4:48 PM
    • #5
    Quote from SolarB

    Thanks! I'm thinking of just adding a normal map with the rivets/lines and maybe a detail layer or better spec map for the roughness. Is it good practice to have the lines in the diffuse as well?

    Texturing will be a bit painful cos silly me made the walls as one object so I'll have to split it into segments. Forgive my ignorance of modularity, haven't really made a map since Build engine where you could just raise bits of ground and give them textures


    normal maps should do the trick but it wouldn't hurt to have the diffuse with stripes and rivets/bolts for the extra looks


    "Build" engine for Duke 3D? holy smoke, haven't heard that name in ages . Very advanced engine for its time.

  • BJA
    • November 13, 2014 at 7:20 PM
    • #6

    Looking great so far, also like the concept. I think you need to define the shapes a bit better to sell the minimalistic architectural style. Especially your ceiling is hard to read right now shape-wise, works much better in the concept because the edges are more defined and sharper. Good job on the lighting

  • SolarB
    • November 16, 2014 at 1:15 PM
    • #7

    Void - thanks for the suggestions, I'm trying to match the concept art as best I can so nitpicking is good re doors and such I think it's the weird perspective, I can't quite get it right (even using camera match). I'm following the proportions that the artist has been kind enough to share here so I'm really not quite sure what's going on.


    will2k - For me the original Shadow Warrior was the best thing to come out on Build, yup, good times


    BJA - sweet advice and thanks, reworking the scene to try and better match the perspective, definition, etc.


    Some whitebox screens to show where I'm at with the lighting:


    [Blocked Image: https://dl.dropboxusercontent.com/u/22580256/whitebox1.png]


    [Blocked Image: https://dl.dropboxusercontent.com/u/22580256/whitebox2.png]

  • SolarB
    • November 18, 2014 at 1:10 AM
    • #8

    Getting closer, I think... This texture is giving me a headache though


    [Blocked Image: https://dl.dropboxusercontent.com/u/22580256/corridorwip.png]

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