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Thread: Quick-Crit 2010

  1. #1291

    Re: Quick-Crit 2010

    Need more specular. Everything looks really dry...

  2. #1292

    Re: Quick-Crit 2010

    That's exactly what I wanted to achieve. It's not post apocalyptic, not a war zone, not a haunted school. It's a boring ass middle school. I believe "dry" was the exact word I used in the Art Document. Also too much specular and every starts to look wet. Literally.

  3. #1293
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: Quick-Crit 2010

    Quote Originally Posted by Llama Juice View Post
    @DarkHalo003, if you can use HCE's tools then hopping to the UDK is like... it's a beautiful beautiful thing. The UDK is just insanely easy to play with, and the community for it is massive, and there are profesional training or how to videos teaching you about everything with the UDK.

    Try it out and see what ye think.
    Yeah I'm definitely considering going to it after I've done a few releases with CE first and get a new laptop more suitable for 3ds Max, rendering, and an engine that can do more graphically and physically. Does it support Single-Player though? I know Unreal Tournament is generally a multiplayer game, even in the campaign mode, but seeing as the UDK has contributed to games like Bioshock and Gears of War I was just curious if I could create a single-player experience with it.

  4. #1294
    Hey there! Llama Juice's Avatar
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    Re: Quick-Crit 2010

    You can do whatever you really want to do with it if you put enough effort into it.

    @PenGuin, thanks for making it realistic looking haha.

    My instructors all were like BUMP THE SPECULAR MOAR and then it'd look like everything was hosed down and they'd say it's perfect haha.

    nubs.

  5. #1295

    Re: Quick-Crit 2010

    See they tell us the exact opposite. There's different methods you can use in UDK to jack up the power of the normal map to see the normal details so you're not left to rely on super shiny specular map, and map that looks like it just rained.

  6. #1296
    HA10 Limited's Avatar
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    Re: Quick-Crit 2010

    Personally I believe the lighting is awful. Needs big improvement.

    You need to individually look at the types of materials you have. Look at the physical texture of them. For example every picture has the same floor tiles. Those types of tiles are generally glossy, specially with the school lighting. Okay you reflect off a ceiling light, yet reflection is only one aspect of specularity. Your controlling how light bounces off the surface.

    Most of the items in your scene look dull. The red lockers I assume are made out of metal, your screenshots could easily portray them as clay. Okay with any brain power you can see they are lockers, therefore you know they are metal however that isnt what the image shouts out. You need them to have more specularity. Real metal shines.

    The bathroom scene is the dull-ist to me out of the lot, when it should contain the most life. The urinal needs to be more reflective, right now it has no specularity I think. Typically they are made out of enamel, which is glossy and specially as its in a wet environment. Same goes for the granite worktop around the basins, they are glossy in real life, they need to be more too.

    Its great work so far don't get me wrong, although you need to play around with the lighting and the material types alot to get it to be realistic.
    Last edited by Limited; December 19th, 2010 at 06:57 PM.

  7. #1297

    Re: Quick-Crit 2010

    The lockers look better up close, I forgot to adjust the LOD and render distance of the texture map on them so they look like piss. I'll try and get a better shot and you'll have to tell me what you think of the up close shot. Again You need to ignore the aspect of dull. That was the exact thing I was aiming for. The level is supposed to instill that dry, boring ass feeling of being stuck in middle school when you wanted to be anywhere else in the world. I agree with the urinal, I'll have to revisit that and the toilet as well, thanks for reminding me. There is much I have added to my list to do now that the assignment pressure is off but I will keep all that in mind and play with the lighting a little. The class rooms I agree are awful, it's one point light in the middle. However tell me what it is about the hallways you dislike, personally I feel it captured a school hallway, but do you think perhaps i should lower each lights intensity a little?

  8. #1298
    HA10 Limited's Avatar
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    Re: Quick-Crit 2010

    Personally I have no idea how American schools look like, apart from what they are shown like in films. When I say dull, I'm refering to the actual materials and the way the light reflections off them, making them look unrealistic. Not dull as in, boring dull.

    The classroom, the blue chairs and (the kickass) funny shaped desks are only reflecting diffuse light, every object absorbs light, blue objects absorb all light apart from blue and that gets reflected back to the viewers eye.

    Heres how I see the blue plastic chairs reflecting light, thats what I'd personally try to aim for, but its up to you.

    It depends what your goal in this is, whether its to have a fairly realistic looking scene, or whether its more about making the room and objects and not worrying too much about.

    I think the classroom scene the light seems a little too 'even', if the light source soley from the lights, then there would be shadows and the light would fall off. Typically theres a few types of light, ambient, spot and diffuse. The sun is technically a spotlight, however its so far away the it acts on the world is like an ambient light source.

    I would have the light source defined a bit more, the lights in the room, light projecting through the doorway, sunlight from the blinds at the back. Just play around with it and see what you can come up with.

  9. #1299
    Posts, posts EVERYWHERE! Warsaw's Avatar
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    Re: Quick-Crit 2010

    Our schools do indeed look exactly as you described them, Limited.

  10. #1300

    Re: Quick-Crit 2010

    Thanks for ideas on lighting. There was a major issue with the clasrooms themselves where the desks for some reason weren't casting shadows, or even ambient occlusion for that matter. So that's one thing that definitely needs fixing. Ill mess around with it some more and see what I can achieve

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