very nice reminds me of the Statesman Hotel quest to save reilly's rangers....that place was full of broken hallways!
brilliant textures
Cogito, Ergo Sum
Reminds me of an old playstation game called "Dino Crisis" (kind of like res evil, but with dinosaurs) - looks wiked though, very "fallout" like you said
Damn Walls...so hard to make look nice
There's something I don't get. There's still power running in the building, yet there's obviously been some sort of accident or attack that caused damage. If power is still running this means the damage might have just happened, especially if there's still power running into the two damaged elevators; maintenance has not had time to safely disable them.
So if this just happened why isn't there dust in the air? Where are the fire alarms?
And why are there 3 trash cans in a dead end hallway?! Were they thrown in from the other room, through the hole in the wall? If something had the force to break the concrete why did it not shred the aluminum trashcans!??!?!?!?
I don't understand this image, but it does look nice. It has my love.
I'm more for textures, instead:
- the glass bottles look just like some sort of "refraction exercise", not really something "real" or "in" the scene
- floor and walls' textures are too blurry, compared to lift doors's or trash can's (all or none)
- some of the debrises, the ones in line with the broken wall, have some strange lines over them, like very thin shadows
- closest trash can's texture is bumpy in a wrong way: seems like the bump map affects the refraction too, especially on the shady side toward the broken wall; bumps should like fade when loosing lighting and reflectivity/glossiness should be put down a bit
- lift doors' reflectivity is too high, they should look more polished, to me; and the scratches are too big or just too extended, as there are no deformations nor disalignements with the "holes" in which they slide when opening: usually, this kind of scratches are visible only when lights (and bright colors) reflect on it toward us; elseway, if the light/color is "neutral" or dark, you cant notice them
- the lifts' floor is clearly one piece with the rest of the floor outside the doors, I cant see any real interruption between them; never seen a lift with the floor's texture of the same type of the floor's one (why english has the same word for two different things that come in the same phrase....floor's floor!! >.< )
- some debrises still hanging from the reinforcing rods (along with thicker and longer rods) would help realism, to me
On the other side I love those shredded paper sheets on the floor and the overall lighting is just great. ^^
PS: isaac got the point: some dust in the air, even low near the floor, would help realism a lot....I'm not a pro and not even a bit an expert, but maybe particles isntead of volume fog would be better
No Gods but Yourself!! >.<
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