jaboo224 Posted March 8, 2011 Report Posted March 8, 2011 If you want great industrial reference's for piping systems look up Oilfield Manifolds in google, i used to assemble these and i feel most env artists miss out on alot of detail for piping systems such as not putting hammer unions. As well you could put some nice ball valves on pipes to add colour and a unique look http://oilfieldballvalves.com/ Quote
Insane Posted March 9, 2011 Report Posted March 9, 2011 I actually really liked the lighting in the first image. It worked well with your colour scheme and it was something a little different from your usual gritty sci-fi lighting. If you combine that with jaboo's suggestion of some water, I think this could look really cool. Quote
PogoP Posted March 9, 2011 Report Posted March 9, 2011 Nice work Pomperi, awesome scene! How are you avoiding lighting issues across your static meshes? Specifically, I mean on the metal walkways; in your lit shots there is no visible seam. Whenever I join models together like that, I get seams! Quote
Pomperi Posted March 10, 2011 Author Report Posted March 10, 2011 jaboo: Haha you sure know your pipes thanks for the refs Insane: I kinda like some parts of that lighting as well, it's just a mess trying to combine a nice high radiosity look some nice deep shadows, to get a nice sense of volume for the bigger objects. Will keep pushing the lighting til I'm pleased though. Did a new light test last night, not sure if it's in the right direction or not: PogoP: Well, short answer is I don't still have some nasty seams to get rid of, but in general, the more space you give your lightmap uvs and depending on the lightmap resolution for the mesh, the better result you get. Tiling the textures and having enough padding for your textures (or simply turning of your mipmaps if you're feeling dirty) can also help, depending on what kind of seam it is you're getting. Quote
Minos Posted March 10, 2011 Report Posted March 10, 2011 Looking fantastic already. I'm having a hard time figuring out what kind of material the walls are made of though. Not sure whether it's concrete or metal. I think you could really bring this scene to life if you use a complimentary blue here and there (on textures I mean, not on lighting). I know blue/orange combination has been done to death but you could try and see if it works. A few monitors emitting subtle blue or green lights here and there would also look cool imo, this kind of stuff will really make the silhouette of the pipes much better. Quote
jaboo224 Posted March 10, 2011 Report Posted March 10, 2011 I really like this lighting pass pomp! I love how bright it is. Its almost like mirrors edge without being it which is awesome! I say keep it bright and go with your current style as its doing really well! Love the soft look of the walls and the hard realistic reflections on the center pipes, truly eye grabbing! edit: Maybe instead of adding blue to walls or something using textures, try adding blue with a very diffuse light that would make the environment look colder, I think it would be a nice touch if you could make it seem somewhat cold as if these were holding co2 or something :}! Quote
ShadoW_ Posted March 11, 2011 Report Posted March 11, 2011 I like much more how white/grey/yellow it is now. Quote
JeanPaul Posted March 11, 2011 Report Posted March 11, 2011 I think a light green/yellow with sparsely placed strong orange lights and a light green fog would look pretty sweet. Quote
TermInator525 Posted March 15, 2011 Report Posted March 15, 2011 i liked the first screenshot, everything after that improves the lighting for the worse. (in my opinion) Quote
Sentura Posted March 15, 2011 Report Posted March 15, 2011 everyone has a different opinion of what would look good, that's pretty funny Quote
Pomperi Posted March 20, 2011 Author Report Posted March 20, 2011 Mino: I agree about the materials. Seems like you're not the only one who think they look like concrete They are actually quite shiny with a high gloss and spec, but you can't really tell, especially with the bent walls as you never get a good viewing angle to catch the spec. Might also be the diffuse texture that's too noisy. Gonna see if I can get the materials right and will try to get a few monitors in there. Cheers dude jaboo: Thanks man! Not 100% about the blue light. It gives a nice contrast, but it kind of gives the impression of being outdoors skylight caused by the atmosphere, which is a bit since it's in space and there are no windows. ShadoW_: Cheers dude JeanPaul: Hehe, I tried it out but I couldn't make it look right. Maybe I'm doing it wrong :derp: Term!nator525: lol, you're not making it easy it for me Some tiny progress on this: Just dumped the highpoly of this turbine thing I'm working on into UDK. Unwrapping the lowpoly and tweaking the lighting again at the moment. Quote
Serenius Posted March 24, 2011 Report Posted March 24, 2011 jaboo: Thanks man! Not 100% about the blue light. It gives a nice contrast, but it kind of gives the impression of being outdoors skylight caused by the atmosphere, which is a bit since it's in space and there are no windows. I don't get the outdoors vibe at all from the picture he posted. I get the "where is the Xenomorph that wants to eat my face hiding?" vibe from it. Quote
Pomperi Posted July 30, 2011 Author Report Posted July 30, 2011 Haven't posted any updates on this for quite a while, but I'm still working on it. Been redoing the turbine thing in the middle to make it a bit more interesting with finer details than the previous one. I've also started a highpoly for a monitor. Done some more changes to the lighting and the materials as well: Quote
Minos Posted July 30, 2011 Report Posted July 30, 2011 Almost feels like a piece of concept art, great texture style dude. Quote
PogoP Posted July 30, 2011 Report Posted July 30, 2011 Good on ya Pontus lad. I still think the side walls look a little dull. It's probably a lighting thing. Quote
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