Saturday, June 11, 2011

Vestige Paintover II

Another paint-over I did for our game project "Vestige."
www.vestigethegame.com

Starting from step one, you see the basic screenshot taken by the modelers in order that I can, through the paint-over, give them a sense of a possible lighting scheme and detail enhancements without loosing the overall feel of the already established room. From with what I develop and the team agrees upon, the lighters will begin their work lighting up this 3D space in the game engine.


In the above screenshot, we can judge the space appropriately and see where the light sources should be by seeing where the light-fixture models are and already being able to see stand-in light sources to support them. A natural light source, the vertical pipe opening that is causing that vapor to light up and cast light on the ground, is also present but in need of refinement.

Now, what I do next to this image is add in more direct lighting and also suggestions of items to fill this otherwise scarce area. The purpose of paint-overs is also to shape the space and add believability to it. It should be obvious that this is an area constructed for a specific purpose. In this case, a maintenance access hallway. So things that should be present are pipes, access hatches, machinery, etc. This stuff is present but needs to be enhanced in a way that it all doesn't just look slapped together but planned and complex.


Here we can see the lights begin to have a volumetric quality, meaning the light they emit is almost tangible because of the atmosphere the steam-powered equipment is filling the room with. Also, detail like the more crude texture on the stonework, graffiti, extra/uneven piping, and wires hanging from the ceiling give it the desired "operational but abandoned" feel we were going for. The image at this stage is still rather desaturated and it isn't immediately apparent that there are both natural and florescent lighting schemes at play.


In the final image, more contrast and warm natural/yellow lighting brings the near areas forward in space and the florescent and colder visuals recede.

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