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Artician
05-14-2004, 08:37 PM
Hi all,

I’ve been working on 3D for game media for some time. I wanted to get some critiques on some of the pieces I’ve done in the past so I can further improve my work. This is an Art Test I did for a company. The goal for this test was to create a doorway, room, and hallway segment in the theme of an old, worn down space station. I had to keep the entire piece under 1500 polygons, and only use 4, 256x256 size maps.

What is shown here is the way I was asked to present it for the art test. The piece got me several interviews at the company in question, and I came very close to getting the job, but lost out to another with more experience. I welcome all suggestions for improvement so I can become better enough to be hired over more experienced competition in the future. :)

Areas I’d like to focus on specifically are things like lighting, because I feel that is my weakest point and stands out very poorly in my work.

Thanks very much!



http://www.creathcarter.com/site_images/3d/station/station01.jpg

http://www.creathcarter.com/site_images/3d/station/station03.jpg

Artician
05-14-2004, 08:39 PM
http://www.creathcarter.com/site_images/3d/station/station05.jpg

http://www.creathcarter.com/site_images/3d/station/station05w.jpg

http://www.creathcarter.com/site_images/3d/station/station04.jpg

http://www.creathcarter.com/site_images/3d/station/station04w.jpg

Artician
05-14-2004, 08:40 PM
I can show the texture sheets later as well, if anyone wants to see them seperately.


..

Schwinnz
05-14-2004, 09:10 PM
IMO you need more contrast of colors and more diversified models. It looks like you almost used 3-4 meshes and instanced them around the place. When that will be corrected jump in the lighting. Also the light sources seem to be at the bottom, but the ceiling is almost saturated with light.

GradiusCancer
05-14-2004, 10:57 PM
That's pretty good, especially for the limitation. With less to work with, it might be good to check out some of how some designers hide low poly areas with lighting/shadows. The style of this areas seems a lot like Quake 2, brown and two dimensional. Take a look at the UT2K4 demo's tech areas, bigger shapes, and less cramped looking environments. Especially when on art tests, it can help to be familiar with the current popular designs.

some nick-picks
Monitors in the halls could be moved down so they aren't coming out of the piped section. Each area is rounded, but the door is rectangular, should be round as well. Alpha the floor grate, and put the pipes texture under that. Most of the textures seem low in contrast, detail and color, as though they fit a palette.

With lighting, try a warm (orange/red/yellow) ambient light, and a cool (blue/aqua) directional light from above.

Here's a quick example of a less cramped shape and lighting:

http://chrisholden.net/example_hall01.jpg

This is kinda a bad example, but I hope it helps. :\

Artician
05-15-2004, 07:55 PM
Hey, thanks very much for your replies!

Schwinnz: Yeah, I definitely need to work on my lighting. It gets me by but needs to be much better. More specific tips on lighting would be much appreciated.
The reason for the repetition in the environment is because most game geometry is instanced to save on memory requirements. Since you noted it though I’ll try to do a better job of hiding it in the future.
Does the ceiling look more saturated with light, and less like the actual lightsources (which is what the ceiling is). I only used omnis at the time so it probably did not help that much.

GradiusCancer: Thanks for the verbose tips. I wanted to do just as you suggested for the floor, but if I recall at the time I was not able to use alpha mapping, so it wasn’t a possibility. I see what you mean by the example but I didn’t know how to go about employing it.

Here are the texture maps I used for the scene:

http://www.creathcarter.com/site_images/3d/station/statex01.jpg http://www.creathcarter.com/site_images/3d/station/statex02.jpg

http://www.creathcarter.com/site_images/3d/station/statex03.jpg http://www.creathcarter.com/site_images/3d/station/statex04.jpg

Pizza
05-15-2004, 10:52 PM
wow the lighting really changes the appearance of ur textures.. dunno if thats good or bad.. but what u have so far looks good to me.

Schwinnz
05-15-2004, 10:59 PM
These textures look good to me :)

You may want to try using inverse square decay instead of none or inverse. This will give you monre control. So yeah focus on light colours and contrast and you should be fine.

Artician
05-16-2004, 01:51 AM
Guys:

Thank you very much!! Since it's such a small scene, I may go ahead and relight it just to experiment and see if I can achieve better results for it from your suggestions.

Thanks again!

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