Mineshaft

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Mineshaft

Postby jimonions on Sat Mar 17, 2012 10:27 am

A mineshaft.
I've always liked the mine levels in ep2 and really wanted to use the models in something so here's a quick scene.
I'm having big doubts about the sprite used for the light source. IMO it has too much blue tint and bloom.
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Same as always, criticism and other areas of improvement are welcome
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Re: Mineshaft

Postby Chrille on Sat Mar 17, 2012 10:36 am

Looks perfect to me. Maybe the red light should stand out more, to create a kind of contrast, because it seems kind of meaningless atm
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Re: Mineshaft

Postby Major Banter on Sat Mar 17, 2012 2:31 pm

You have a real talent there. I would also point out the red light props as being overly bright without much casting though.

I'd love to know more about your workflow and how you create these scenes. They're very stylistic, atmospheric and beautiful, and I would love a detailed look into how you construct them. It'd really help me improve my own work.
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Re: Mineshaft

Postby The Giblets of Jesus on Sat Mar 17, 2012 2:58 pm

"Nice picture I wonder if he actually made anything..."

Oh wait.
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Re: Mineshaft

Postby jimonions on Sat Mar 17, 2012 3:06 pm

You're both right abut the red cagelights. I had them brighter before but it caused too many problems with prop vertex lighting so I had to tone it down to a more bearable... thing. Really would've liked them to have a bit more presence in the scene. Ill make some more variants.

It takes almost no effort to make small stuff like this. It can easily be done within a week to 2 days depending on the content and amount of assets to make.
I don't have a workflow thing for this but ill try and do one next time.
A rough breakdown is
1. Idea/brainstorm/daydream in class
2. List things to make and textures to create.
3. open hammer
4. Youtube/Reddit/imgur for a couple of hours
5. Brushes, basic textures.
6. in 3ds max model the models
7. lighting
8. compile
9. tweak
10. compile
11. tweak
12. compile etc
13. bam done, go back to youtube/reddit/imgur

The most important thing I find is just knowing how you want your stuff to look. Single, strong lightsources illuminating the focus of attention always work.
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Re: Mineshaft

Postby Saxon on Sat Mar 17, 2012 3:46 pm

That's some fantastic work, looks like you have a real eye for detail!
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Re: Mineshaft

Postby Corewarp on Sat Mar 17, 2012 10:10 pm

Fabutastic. Now get onto making playable fabutastic stuff :D
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Re: Mineshaft

Postby Stormy on Sun Mar 18, 2012 2:33 am

That really does look nice, I think you're right about the blue sprite having too much bloom though, but I wouldn't have noticed if you hadn't have said anything.
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Re: Mineshaft

Postby DonPunch on Sun Mar 18, 2012 4:45 am

perfect
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Re: Mineshaft

Postby spogjem on Mon Mar 19, 2012 2:35 am

Nice, but I wouldn't worry about the brightness of red lights too much. In real life they wouldn't be very bright either, they are not used for lighting but rather as a way to show the miner where the shaft is leading to.
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Re: Mineshaft

Postby BubbleQ on Mon Mar 19, 2012 4:16 pm

Perfect as said :) If anything though, the cart looks abit lonley, maybe put a bucket near the wheels somewere?
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Re: Mineshaft

Postby jimonions on Tue Mar 20, 2012 7:20 am

That was kind of the setting I was going for, not too cluttered, more solitary.
I tested around with the lights a bit more but really couldn't produce anything more worthy.
I'm very positive this setting can be used in a map.
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Re: Mineshaft

Postby Syphon on Tue Mar 20, 2012 8:54 am

Great stuff, like the colours.

Have you tried getting the blue light to cast shadows of the grate?
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Re: Mineshaft

Postby Stormy on Tue Mar 20, 2012 11:31 am

I think that would overdo it, make it too busy. Plus with the ambient soft light you'd hardly notice it.
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Re: Mineshaft

Postby Dejavo on Tue Mar 20, 2012 3:40 pm

That looks great. Very artistic. I saw the wip-photo in your picasa-link and it doesnt have the aggressive blue light. The wip-photo isnt neceserraly better or worse but it give the feeling of natural light finding its way through and gives more sense of place I think (you get a feeling for how deep underground you are etc).

The blue-ish light is for certain more stylised and produces a more immediate impact. The light comes off as being man made.

Personally I would perhaps experiment more with the subtle natural light-version.
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