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#1 |
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Resident Evil style
Working on an teaser animation for a Resident Evil style game, currently on the scenes of which this is one.
it's a long corridor, with moonlight streaming in from the side. Lighting is unfinished, modelling is almost there except the far end, where there will be two doors. Just going to be the main character walking along in a crouched combat style pose. (also posted in WIP forum but not getting much feedback) any crits/ideas welcome. - Dan
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#2 |
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another view, textures a little tweaked.
--> this work is for a second year uni animation project.
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#3 |
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Twisted
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Its really good, but I don't get the gritty "your going to die horribly" feeling from it. I think the textures are way to clean. There is no dreary grit. The feeling that death may be around the next corner. Resident Evil also used very contrasting Light and Dark areas. Make the end of the hall really dark, so if someone were playing this they would stop and stare while thinking "What could be down there?" Kind of like that moment in The Resident Evil Remake on the GameCube when you go out into the back graveyard, then down that long stairway that has light creeping up from below. The whole time you walk down your trying to think of what you’re walking into, but you don't know, because you cant see.
Also the light could be a tad bluer. Well that is my 2 cents.
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#4 |
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Nick/Spud/Spudmonkey
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The dirt level is definitely missing... Is the house an abandoned place or is it a new one that's become infested?
If it's new then it might work as is, but maybe change the lighting to dusk rather than bright sunshine. Also, is that rendered with ray-traced or environment reflection? It looks nice, but there's not too many engines that can handle it without needing a serious PC to run the game - Asheron's Call 2 does it, but that's about the only big one and it requires a pretty monster PC to do full reflection at a decent screen res... Last edited by Perversonality; 19-04-2003 at 11:21 AM.. |
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#5 |
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thanks for the comments guys, appreciate them. I know it needs to be dirtier, and that is the next step in the process.
The corridor will eventually be twice the length, with an ominous door at the far end. I am trying to light it with only natural "full moon" lighting. I am keeping the source of the light quite low at the moment, which I assume is correct.. As for the reflections etc, don't worry too much about that, this is just a scene for a promotional showcase of a fictional game, so I won't be using the model for anything else. Without the advanced maps, though, it'd be feasible to run it in real-time. Dark Bob: i know exactly what you mean about that tunnel, I dreaded facing that monster for a long while, but in the end it was all in the mind.. about the house: it's an 18th century place owned by an oil tycoon yadda yadda yadda, the usual. It's supposed to be abandoned - and as such very run down. Which means either a lot of modelling or a lot of texturing time - time which i am decidedly short of! again thanks for the crits, i'll work on your suggestions.
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next time you can't be bothered with life remember how long you'll be dead Last edited by shift; 19-04-2003 at 03:13 PM.. |
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#6 |
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I like the scene.
My oppinion to make the scene look more creapy. Add a table ore bureau, that have bin broken. Messup the scene, add some blood stains on the walls and on the floor, mess up the carpet Make it look like something horrible have happend in that corridor. A fight, some one have bin killed and draught over the floor. Shortly: Messup the scene // JIMI |
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#7 |
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thank you all for your help and encouragement.
the most recent renders:
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#8 |
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and the next..
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next time you can't be bothered with life remember how long you'll be dead Last edited by shift; 21-04-2003 at 12:18 AM.. |
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#9 |
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I guess it depends on the monitors colors that you have but on mine it looks good, in shifts monitor it looks a lot more dark...
Hehe Shift is my flat mate we been working more than a week full time now to finish our projects for the year at uni and i can tell you that he spended 3 full days texturing and lighting that coridor and now i think it looks realy good...crazy stuff!!! ![]() (if you adjust the brightness of your monitors you might see the diference...)
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#10 |
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I like it! Unless this is a part of the game where there has already been killing, I don't se a need for blood and stuff on the textures. This just looks like somebodys house. But it still looks spooky.
I love scary, survival games, Resedent evil, silent hill, and that other one : P I hope to see more on this project.
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#11 |
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looks good the lighting is nice,,
think it just need more character, like the corridor doesn’t have to be strait it could have side passages the walls could be more interesting in the whey they look, there is loads more you could do with it, check some good reference pics of interiors from this time period to give you some ideas!! |
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#12 |
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Animate Victoriously
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I agree...add some statues, furtiture, or something...to give it some diversity. Otherwise, I like it a lot! Keep up the good work man!brown |
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#13 |
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Thanks for the crits guys. I'd like to add a couple of scatterd chairs and yeah, a little more diversity but this is just for probably 20 - 30 secs of an animation (my FIRST animation at that) and I have other scenes to construct
![]() if i have spare time at the end before i have to start rendering i'll maybe add a couple of things... But yeah, I wholeheartedly agree! As long as it's a little spooky it's ok :P Especially will be when that bulb is flickering at the end ![]()
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#14 |
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oh, one more thing! I have a 30k poly limit on all scenes - this one is something like 16k alone! :S
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