Jump to content

Recommended Posts

Posted

Two fresh WIP's:

S8rb0.jpg

PYYrJ.jpg

Posted these earlier in the random model thread:

The concept it's based on:

oTZNV.jpg

Naked scene with just normals and AO:

jAuZA.jpg

Adv4G.jpg

Does anyone of the Crytek guys know if it's possible to have light emmit from a rectangular shape (perhaps solid based)? Right now i just placed some omnis in front of the ceiling lights and it's visible in the reflections.

Posted

wow that looks so cool

for the light, can project a texture light and set spec to 0 - if you don't know already find the property on any light (projected texture or something) we don't support hl2 style emissive lighting.

come to think of it, you might need to add lots of small radius point lights to get the spec looking right ;(

helder would be better to answering this, but u might get better results lowering spec of your lights, adding intense projected lights, setting materials to nice and glossy and baking some tasty environment cubmaps to get that clean metalic look - you can capture the cubemap with lights and stuff disabled if you get better results, can add them to a new layer for ease of use ... all depends how detailed your willing to go :)

Posted

Damn, you nailed that scene! Only crit is I'd say lighting is a bit too blue, compared to the concept art. Maybe a tad washed out from the lighting too. The concept doesn't have so much fog/bloom. Nit picks!

But seriously impressive sir.

With the diffuse on you don't really notice the normal seam on the roof cross piece. I can see hints of it but not nearly as obvious as with just normal/ao.

Posted

Damn that looks awesome. Pretty much spot on from the concept, though I agree with the others regarding the blue being a bit to strong in the lighting.

Regarding the seam, I'm going to assume you welded the touching verts before baking? It's super difficult to spot it with the textures on there but figuring out what caused it and how to fix it is always a fun thing to do.

Posted

Hey guys thx for the positive replies so far! Lighting isn't finalized and i haven't touched post processing effects yet. The concept is somewhat desaturated. This should be easy to accomplished but i haven't made up my mind yet if i go the "as close to concept as possible"-route or the "as nice looking as possible"-route. I kinda like the blueish lighting.

As for the normal seam i haven't completely figured it out. I tried to follow warby's tutorial but it just made the edge more visible. Perhaps next time i do something similar i shouldn't have a slight cone shape towards the center of the low poly. However fading out the spec map towards the inner edge pretty much fixed it. Also keep in mind that i used a very high gloss setting for the "naked" screenshot. This exaggerates every normal/spec issue.

Posted

two minor complaints: lighting is too "generic" (i miss some changes in contrast) and the text seems pixelated. Maybe try highres Decals for the text. And don't put the text over the normal mapped edges as it kinda breaks their depth impression.

looks awesome anyway!!

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...