Showing posts with label DMU game art Tom Wicks Garage Car BMW Level UDK Unreal Concept art. Show all posts
Showing posts with label DMU game art Tom Wicks Garage Car BMW Level UDK Unreal Concept art. Show all posts

Thursday, 27 January 2011

Over-exposed

Playing about with over exposure in this one. Jack pointed out today that in the '24hrs in 19500 frames' that all the whites in some scenes seemed to blur into one shape and gave it a really glowing look. Most of the night scenes were like this due to the massive amount of artificial light being thrown everywhere. A really cool look.

Wednesday, 26 January 2011

A darker one...

Another paintover here. I'm liking the cool shadows on this one (took long enough to do), might be quite hard to achieve in unreal though, will have to see. This image is of the version with the wall and door that blocks the whole half off from the other. (as seen in one of my last posts)

Paint over

Another quick paintover. Just messing around with colours and lighting. The Idea of turning the lights out in the computer section to make all the lights stand out and glow is really starting to appeal to me. I'll keep doing these quick paints for this week whilst drawing up a proper asset list and planning my time...

Tuesday, 25 January 2011

Concept 2

So I've bashed out a second concept paintover. I really like the lighting in this one. It would be nice to create a difference in the lighting between the mechanic and computer sections of the garage. If I am to do this I may need to put a more solid barrier between them two rather than the mesh. Even though the mesh will create some cool shadows it might make everything look a bit messy and covered in squares of light, maybe making the surfaces harder to read.

Monday, 24 January 2011

Painting Over

So this is a concept paint over I've done of my garage. I rendered out my scene in Max using Mental Ray and used a combination of colour and texture overlays to give it some life. Professional racing garages like this are often absolutely spotless and kept in pristine conditions due to the extremely expensive equipment present and its' high standards. This can be a bit of a problem when creating interest in the scene. I have made the dirt in the garage very subtle because of this and this is the same when it comes to all of the objects scattered around. It's something that I'm going to have to pay close attention to when building my environment.