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Posted

You have done really well on the atmosphere and the theme is held together by a good degree of consistency. The purple and blue lights stand out of the colorscheme in a bad way imo. Either you could go for red lights which would make them more monochrome with the rest of the scene, or you could add more blue/purple into the color composition to balance it up a bit. As for model placement, I think you have gone alittle too much with comfortable 90 degree angle placements with the pipes, walls and fences and powerlines. Throwing some large defining diagonals in there would really break this pattern up in a good way I think. The landscape inside of the compound has the same problem, it's strictly flat which makes it uninteresting, there isn't alot of z-axis in the scene until you get to the background with the hills which look brilliant. The indoor area feels very empty compared to the outdoor scene and aside from the blue windows there is no hint that it's the same level. Did you make the sky aswell? It works really well with the fog and smoke, as I said before, well done on the atmosphere.

Posted

Yeah, you are right in everything. I found the same problems, but you know, i made straight pipe lines because i just have 2 pipes modules (stright and 90º curve). That turns hard the fact of adding drops in the terrain. About the building, yeah, youre right too. Well, this building was made for a freelance job, and it was for a completely different game. I just put it in my scene while i was testing it ^^, you know, to show the result to the customer :D

The sky, yes, i made it. It was very easy.

Thanks for your useful comment!

Posted

Looks really cool dude you did some nice custom content there on your first scene, i really like the look of those electric barriers :), but maybe it's a bit too repetitive ? That makes the scene looks sometimes quite bland, especially those pipes. i think you should take some time to make it a bit less repetitive and more "unique".

Also just an idea : you should find a way to make the grass cast shadows, even a shadow blob will do it, just to make them stand on the ground. And yeah i would also reduce the power of the normal map on the ground, the tracks in the mud are really cool but the dirt around it looks really "bumpy", "plastic" well you know what i mean.

But overall it's really cool, i think it's just a matter of making things more natural

Posted

looks good but really reminds me once more that unreal 3 seriously needs AA !!!!!!!!!! D:

you can fake some aa by making the wires for example a transparent texture with fall off and than crossing 2 2d planes but it might cause other sorting issues and shit so i don't REALLY recommend it ... :/

Posted

Well, this model is not for my scene, its for a freelance job, but im going to reuse it :D

s11kd1.jpg

Not bad, but I bet it'd look a kazillion times better with a larger specular highlight (lower glossiness value) to make it look more painted metalish and less wet plastic.

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