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    Old House Escape Game[WIP]

    Hey guys,

    I wanna share a few pictures with you to get honest critique about my very first map ever. I am working on this for a few weeks now and I had little to zero knowledge about creating real life enviroments before that.

    I created this for my software engineering class. We had to create a simple game but I decided to step it up just for the sake of learing level designing work flows and get a bit deeper into modeling since Iam a programmer.
    Gameplaywise its just a escapegame, you are trapped in a old spooky house and have to find a way to escape.


    update1:

    I didn't edit too much, since I had to go into programming.
    I added a few new models, two rugs and then I added a postprocesseffect to get more contrast out of it, since it was way too colorless!

    [Shot]http://i43.tinypic.com/n1rldz.jpg[/Shot]
    - The rug breaks the scene up alot, it helps selling it.
    - The Rays are still ugly, but better than without

    [Shot]http://i44.tinypic.com/14u87jd.jpg[/Shot]
    - Kitchen entrance area, still with ugly doorframe

    [Shot]http://i44.tinypic.com/25u0dub.jpg[/Shot]
    - Restroom: new tileshader, I found out that my bumpmap was completly off, I fixed it and the normal map too...
    - I also changed lighting and increased the wall lightmap res

    [Shot]http://i39.tinypic.com/35a226u.jpg[/Shot]
    - the new postprocessstuff really helps this room, but the rug is a bit oversaturated

    [Shot]http://i44.tinypic.com/35iuath.jpg[/Shot]
    - I played with the lights in this room, but everything that looks good seems to be tot dark for a game

    [Shot]http://i41.tinypic.com/2mxr1k.jpg[/Shot]
    - new cuckooclock model

    [Shot]http://i41.tinypic.com/s1kwic.jpg[/Shot]
    - the whole entrance area with a old fuse box


    again... please give me your honest opinion on what you see, what I could/should change. Tell me everything that does not work, I really appreciate it!

    old pics
    ok here are the pics:

    [Shot]http://i41.tinypic.com/28kiyoy.jpg[/Shot]
    -the boxes are from UDK, there are on my replacementlist

    [Shot]http://i41.tinypic.com/300bm13.jpg[/Shot]
    -the doorframe is uber ugly, its on the top of my replacementlist, it was one of the first models I made
    -the shelves all share the same texture, so there is a inkdrop that looks really ugly, I will make a second texture to get some alternation.

    [Shot]http://i42.tinypic.com/29qkth4.jpg[/Shot]
    -Iam pretty happy with the outcome of the bathroom, still a bit emty tho.

    [Shot]http://i40.tinypic.com/23u5yk0.jpg[/Shot]
    - pretty emtpy room with a meal elevator

    [Shot]http://i44.tinypic.com/lzgxy.jpg[/Shot]
    - the first room I created, Iam not happy with the lighting and stuff.
    - I also used a few UDK models for that scene.

    overall Iam pretty happy for the first enviroment I have ever created, but Iam really looking forward to some tips from you to elevate the look.
    Please comment on anything you see, models, lighting, the overall look and feel and everything you see that does not work.

    I also really want to get some DX11 effects into that scene, any help/comments on that?

    I also did not play around with post process yet, maybe I can tweak the look a bit in the future.






    So please be absolutly honest with your posts, I really wanna learn from you



    thanks for posting

    #2
    Hey DennyRocket, this is pretty good for a first environment, congrats!

    A couple of suggestions though, when making a scene like this, try to think of what this old house would've in it beyond the norm, what kind of people lived here, outdoorsy? tacky furniture people? try to give your scene a personality that goes beyond what most people would expect.

    At first glance what stands out is some of the monotony and muted tones in here. Namely your floor and walls. Perhaps throw an old tattered rug on the floor to break up the repetitive wooden plans? As far as your walls go, looks like this was a place that used to have people living in it at one point, (I'm not sure why you have the Rabbid Edvard Much painting there but that's your business ;-) However it couldn't hurt to maybe have dirt outlines on the walls of where previous paintings used to hang, or furniture pieces used to occupy.

    Also, think of what your main light source is here, is it the lamp? outdoor illumination? I may be neat to have some light peeking through in between your window's wooden boards. Speaking of lighting, looks like there is some indication of a light cone in some of the shots, you may want to have an omni gently lighting the floor and walls to sell this a bit better, same goes for the candle on the floor.

    - I know you don't consider yourself an artist but I just want to throw these out there as well, dust particles and a more convincing shader on the restroom's tile would go a long way.

    Keep it up though, it's a solid start for sure! :-)

    Comment


      #3
      WOW.......

      Comment


        #4
        Wow............!

        WOW.......!

        Comment


          #5
          Wow that has to be the most helpful advice I ever got thanks for all that.

          Originally posted by SantoToribio View Post
          At first glance what stands out is some of the monotony and muted tones in here. Namely your floor and walls. Perhaps throw an old tattered rug on the floor to break up the repetitive wooden plans?
          I was already thinking about a rug to break up the wooden floor, but I had no time yet, but now I got it on the top of my list
          I also had a tugged wallpaper in mind, but since I lerped two textures on the wall, I dunno if I can achieve a realistic look with them. Since I just have limited time I have to try to achieve as much as possible without waisting time

          Originally posted by SantoToribio View Post
          As far as your walls go, looks like this was a place that used to have people living in it at one point, (I'm not sure why you have the Rabbid Edvard Much painting there but that's your business ;-) However it couldn't hurt to maybe have dirt outlines on the walls of where previous paintings used to hang, or furniture pieces used to occupy.
          Well the rebbit picture, I knew it was coming I just used a picture I had to test and try the canvas normalmap I built. It will be replaced
          And to the dirtoutlines, I wasnt even thinking about that, I will try to bring some of that in.

          Originally posted by SantoToribio View Post
          Also, think of what your main light source is here, is it the lamp? outdoor illumination? I may be neat to have some light peeking through in between your window's wooden boards. Speaking of lighting, looks like there is some indication of a light cone in some of the shots, you may want to have an omni gently lighting the floor and walls to sell this a bit better, same goes for the candle on the floor.
          I spend a few hours to get light peeking through my wooden boards, but i could not make it happen... I just gave up there. Everything I came up with just did not look good enough.

          The point about the omnilight to light the floor is awesome, I did not even think about that. I will put that in immediately


          Originally posted by SantoToribio View Post
          - I know you don't consider yourself an artist but I just want to throw these out there as well, dust particles and a more convincing shader on the restroom's tile would go a long way.
          I was thinking about dust as well, but I never really used cascade yet except for a few very easy things. I tried to use the heightfog to achieve that goal, but it did not work.
          And the tiles, will be easy to tweak the bump a little, if that is what you mean



          anyways, thanks for all the advice I will try get all of that in and then come back. with new pics!

          Comment


            #6
            update1:


            I didn't edit too much, since I had to go into programming.
            I added a few new models, two rugs and then I added a postprocesseffect to get more contrast out of it, since it was way too colorless!

            [Shot]http://i43.tinypic.com/n1rldz.jpg[/Shot]
            - The rug breaks the scene up alot, it helps selling it.
            - The Rays are still ugly, but better than without

            [Shot]http://i44.tinypic.com/14u87jd.jpg[/Shot]
            - Kkitchen entrance area, still with ugly doorframe

            [Shot]http://i44.tinypic.com/25u0dub.jpg[/Shot]
            - Restroom: new tileshader, I found out that my bumpmap was completly off, I fixed it and the normal map too...
            - I also changed lighting and increased the wall lightmap res

            [Shot]http://i39.tinypic.com/35a226u.jpg[/Shot]
            - the new postprocessstuff really helps this room, but the rug is a bit

            [Shot]http://i44.tinypic.com/35iuath.jpg[/Shot]
            - I played with the lights in this room, but everything that looks good seems to be tot dark for a game

            [Shot]http://i41.tinypic.com/2mxr1k.jpg[/Shot]
            - new cuckooclock model

            [Shot]http://i41.tinypic.com/s1kwic.jpg[/Shot]
            - the whole entrance area with a old fuse box


            again... please give me your honest opinion on what you see, what I could/should change. Tell me everything that does not work, I really appreciate it!

            Comment


              #7
              Try messing with fog sheets : http://udn.epicgames.com/Three/Volum...tingGuide.html

              Instead of using an entire fog. Gives it localized foggy effects.

              I feel many of the textures are kinda low resolution. Maybe add some detail textures to them, if there is no other way (mostly talking about the wood textures you got).

              Try using smaller radius lights and let lightmass do the rest of the work. Smaller and more localized lights will look better and break up the whole room lit with one light thing.



              I know its tedious work however, try painting your own textures. Such as the wood frame. I know its easy to stick a texture on it, however its looks better when you painted it in photoshop (using real textures) and also added unique features to it such as adding some fake AO scratches etc. It makes it look more appealing.

              It also seems like everything has a high saturation. Try lowering it down , whether it be in the textures of in Post Procress, its a bit harsh and make everything come at you at once. I also feel like there are no focal points in the scenes. Make important points look important.

              Overall the work you have it good, however just needs some tlc.


              Edit : read your post above mine and noticed you added PP for contrast lol! Its the textures you should focus on then. As them themselves have too much black in them. Which is a no no.

              Comment


                #8
                hey thanks for the helpful reply.

                I really appreciate your work.


                I have a question about the light, since it bothers me a lot. How do you handle it? If you reduce the radius, do you pump up the intensity or do you just tweak lightmass settings to make it look good? because with standard lightmass settings I get 100% dark corners everywhere. I testet alot and it does not seem to work properly.
                I have global illumination activated but it does not seem to work to well.

                About the contrast: I recently read that it helps to level your textures in photoshop, so they receive better lighting. And after that you desaturate them so you get the same feel with more contrast wich makes in more interesting. I tried it with a few textures, but not all of them now and I did not desature the scene yet. I dont know how it will come out in the end, but I hope it will look better soon

                And about the textures, I usually build them myself in photoshop, but I still didnt do it for the doorframe I just applied a new leveld texture, wich is pretty saturated and not tiles correctly.

                And about the focal points... I did not even really know about that until now. I read an article about that at the moment. I would really love to tweak my scenes in that regard but since Iam running out of time slowly I dont think much will change in that regard. But thanks for pointing it out.

                And about the lowresstuff. What excatly do you mean? wich object? the chairs? I know they are bad, one of my first models and still on the agenda to change Same goes for the doorframes. What about the door? that is a 1024x1024 texture completly layed out with almost 100% UV-Space.

                Comment


                  #9
                  Its mostly the wood, that i feel "look" low res. It may be because they look kinda of dark, and lose that detail.

                  If you are having trouble with dark corners, you can put a very dim high radius light in the room and then another real light with a semi strong intensity, depending on what you are looking for in terms of atmosphere. You can always throw lanterns in a corner and put a small radial light there to break up the monotony of one light per room.

                  Comment

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