In addition to Disaster's recent critique, I will add what I PM'd to English Mobster, because I think it could benefit everyone who would like to convincingly portray a scene.
Stick to copying what you see, but pay much closer attention. I really don't have any modeling tutorials for this architecture type.
Really just pay more attention to how things are connected. I mean that literally. Everything is connected. When you go with separate structures like parking garages or stores, you're completely breaking the design language. Everything is multi-tiered, connected, built into, around and on top of each other.
Pay close attention to the way a surface translates from one to another. Not everything is a completely angular move from one surface to another. Sometimes you will see that there's a soft radius from the front of an overhang to the roofline, things like that.
You're also getting the scale of a lot of things very wrong, such as your escalator, though I think that may have to do with being able to read the concept art. For an untrained eye, the perspective could seem forced or overtly dramatic.
Also, the way you're doing damage is for brick and mortar type of buildings, and it doesn't portray that very well, even. The buildings in New Mombasa are metal. Look at the concept art, how the metal is sheared up like a torn tin can or an aluminum tin can. Paneling gets bent, crumpled, etc.
Take a look at this concept art.
http://www.bungie.net/images/Games/J...Concept-12.jpg
you can see here that the hood of the car, the two street lights, the palm trees, etc, all fall in ONE direction. This is because of the blast wave. Everything in a small location such as this will fall in one direction. Away from the center of the blast, just like with the damage from Hiroshima, Nagasaki, and the Tunguska blast site.
All of these things must be taken into account when attempting to convey the scene.
Its an improvement. Its still to noisy and the scratches are pretty bad. The ODST textures are also dark with a high amount of specular.
too cartooney or cell shadey?
I dont know, but it looks too clean...yet too cloudy.
I'd have to see it ingame.
So down the brightness, up the contrast a bit, and clean it up a bit?
It doesn't tile properly either. It doesn't look bad, but it doesn't look real either. You only scuffed up the one weird panel on the wall, why no edges around the windows?
Also on the bottom left part of the windows there's a weird edge on the top part.
..._________
./^ Right here
|
.\_________
AHHH, they're windows!
:P
They're windows?
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