Looks great! Personally I wouldn't be afraid to add more polys around the curved areas, with next gen around the corner and all. Also that fabric is practically begging for a displacement map!
@ Selaznog, I most deffinetly agree you thats exactly what ive been told , also the leather needs a leather normal map overlay i think.. it all needs redoing,
the fabric, do you mean the drape right? the room is a blockout they all need a zbrush pass
You can always drop on displaced tessellation later :P
The room blockout would really benefit from you blocking out all assets to be used even carpets, lamps etc. It'll help you compose a scene quicker and also in a more considered manner but also allow you to drop assets if they do not add to the environment composition. Saves making them.
The couch is a real nice piece. Until the fireplace progresses more I'll hold back the crits. Reference is key to keep up with the standard of the couch.
Will you be modelling it all in MAYA or also doing a Zbrush sculpting pass ?
Assets look nice but your room layout isn't very good, I'd suggest organizing the furniture around a focal point, in homes like these that usually means the fire place
You can always drop on displaced tessellation later :P
The room blockout would really benefit from you blocking out all assets to be used even carpets, lamps etc. It'll help you compose a scene quicker and also in a more considered manner but also allow you to drop assets if they do not add to the environment composition. Saves making them.
The couch is a real nice piece. Until the fireplace progresses more I'll hold back the crits. Reference is key to keep up with the standard of the couch.
Will you be modelling it all in MAYA or also doing a Zbrush sculpting pass ?
thats the next step the room layout will need to be adjusted with a more dynamic along and the props switched around, all the props are blockout stage at the moment, going to put them in Zbrush for a sculpting pass
Assets look nice but your room layout isn't very good, I'd suggest organizing the furniture around a focal point, in homes like these that usually means the fire place
that's exactly what I was thinking, will def switch it around, with the addition of making the chimney section that sticks out the wall,
here is the tileable wall section, was thinking about sculpting the wallpapers aswell but then it would be noticable, in the last of us it looks like the wallpapers are geometry which I will plan to do
If the panels shown are across the full width of your texture and not tiled more than once you have repeating elements in a tiling texture. This will make the problem worse. The far right panel repeats twice.
What style are you going for ? Realistic or slightly stylised ?
If the panels shown are across the full width of your texture and not tiled more than once you have repeating elements in a tiling texture. This will make the problem worse. The far right panel repeats twice.
What style are you going for ? Realistic or slightly stylised ?
im going for a realistic approach, I will aim for vertex painting (grunnge) to hopefully tackle the problem of repeating textures, should i have 3,4 planks and make them repeat in this repeating texture?
after getting valuable feedback i have further enhanced the fireplace this is the last big high poly prop done now i need to get the room in UDK and start lighting, building etc then fill the room
the repeating flowers at the top looked a bit crap so i went back modelling a detailed pattern which hopefully gives it a classy look
hey guys all the floral work was hand modeled geometry which took ages! the only thing that was alpha was the tiny trim detail at the top which was a model then converted into an alpha the rest of the floral was hand modeled :P
Wow, your Zbrush work is so good :0 The individual assets in general look amazing. I think the room maybe feels a little stiff or empty though? Could use a tad more clutter/fill to make it seem more natural and lived in. Maybe some paintings on the walls. Something bigger like flower vase or mirror above/on the mantle. Books stacked on the floor. Fireplace stoker holder thingy near the fireplace. A table along the back wall. Also the little table in the middle seems strange to me. Like it's too small maybe. But yeah I like the assets and your texturing and stuff Can't wait to see more!
Wow, your Zbrush work is so good :0 The individual assets in general look amazing. I think the room maybe feels a little stiff or empty though? Could use a tad more clutter/fill to make it seem more natural and lived in. Maybe some paintings on the walls. Something bigger like flower vase or mirror above/on the mantle. Books stacked on the floor. Fireplace stoker holder thingy near the fireplace. A table along the back wall. Also the little table in the middle seems strange to me. Like it's too small maybe. But yeah I like the assets and your texturing and stuff Can't wait to see more!
Thank you Jess, I agree with the room feeling empty ive gottten the main pieces built, just trying to get everything into UDK and focus on the lighting then start filling the room with props, I agree with the small table it's a placeholder at the moment
Agghh! This is some slick shit. I made that same kind of couch a couple months ago with wear and tear, but your couch puts mine to shame. Definitely going to watch this thread.
I think the nails on the wood floor stand out a little too much as far as their color goes though. I did a quick Google image search for "old hardwood floor" and a lot of the nails are darker so they blend in with the wood(or they're just old and dirty ) and there's usually two more nails in the middle of the plank.
Agghh! This is some slick shit. I made that same kind of couch a couple months ago with wear and tear, but your couch puts mine to shame. Definitely going to watch this thread.
Thank you Kindly, my couch is still unfinished, theres loads to fix on it:P need to bump up the geometry, model the back section, make some wooden legs for the bottom
Really liking that lighting! Nice high polys too.
I think the nails on the wood floor stand out a little too much as far as their color goes though. I did a quick Google image search for "old hardwood floor" and a lot of the nails are darker so they blend in with the wood(or they're just old and dirty ) and there's usually two more nails in the middle of the plank.
Thanks man, its coming..jsut seems to take ages!! its not the colour of the nail thats the issue its the spec was way too bright
made the nails in the middle , redid the nails
I can't figure out why the bottom 1/3 of the window is much bright than the top.
I'd reduce the opacity of the god rays, but I would consider adding some subtle dust motes to heighten the impression of a dusty room.
Thank you man, I have reduced the god rays and got rid of the plane which made the bottom windows bright, yep i haven't touched the windows yet :P its just a basic shader in there for the moment
also regarding the dust i pinched the shader from the udk folder it seems to have a dust section but for some reaason it does not appear i dont know why
Very nice mate, I can't tell if the grunge in the middle is meant to be soot grunge or just dirt, might be worth trying to give it abit more direction?
This is looking really nice, the fireplace is wonderful. The small dark splotches on the lighter part of your wooden door bother me slightly, perhaps they could do with a little more variation in intensity?
- The wooden elements can do with noticeable grain.
- The areas of leather around the torn pieces should have more damage around the tear. Currently these patches look isolated and odd See this image: http://www.sturgeconservation.co.uk/chairbeforeconservation.jpg
- Also wear and discolouration around areas prone to contact such as the cushion, arm rests and front edge of the cushion where the bottom of the femur would sit will sell the age of this chair.
It's getting really close to being AWESOME .... keep going.
In that case the bronze material needs better definition. Try to get more yellow into the specular and increase the strength. The example you gave is not the strongest and most common.
Leaning more towards these examples will not confuse the viewer leading to misinterpretation.
Replies
started modelling the fireplace
next step is to continue adding detail in Zbrush
@ Selaznog, I most deffinetly agree you thats exactly what ive been told , also the leather needs a leather normal map overlay i think.. it all needs redoing,
the fabric, do you mean the drape right? the room is a blockout they all need a zbrush pass
The room blockout would really benefit from you blocking out all assets to be used even carpets, lamps etc. It'll help you compose a scene quicker and also in a more considered manner but also allow you to drop assets if they do not add to the environment composition. Saves making them.
The couch is a real nice piece. Until the fireplace progresses more I'll hold back the crits. Reference is key to keep up with the standard of the couch.
Will you be modelling it all in MAYA or also doing a Zbrush sculpting pass ?
that's exactly what I was thinking, will def switch it around, with the addition of making the chimney section that sticks out the wall,
thank you
refined the blockout and shifted props around and trying to get a good angle
What style are you going for ? Realistic or slightly stylised ?
im going for a realistic approach, I will aim for vertex painting (grunnge) to hopefully tackle the problem of repeating textures, should i have 3,4 planks and make them repeat in this repeating texture?
fixed the repeating panel
also ive decided that this fireplace looks more interesting then the one i modelled
but im going to make the end pillars facing forward so that theres no gap against the wall otherwise it might look odd
the repeating flowers at the top looked a bit crap so i went back modelling a detailed pattern which hopefully gives it a classy look
But since you got a very clean result, I might use it one day in my work
I actually tried that at first but when it came to projecting i was getting a noisy result or had to do a lot of clean up,
so for me modelling the pieces worked best especially for the pieces that stick out a lot, depends on the situation
Still great job
Thank you Jess, I agree with the room feeling empty ive gottten the main pieces built, just trying to get everything into UDK and focus on the lighting then start filling the room with props, I agree with the small table it's a placeholder at the moment
and here is an update with the current status of the room, got a decent atmosphere going.
got the curtains and the rest of the wall props in (curtains, fireplace, door) then the rest of the props to fill in the room
I think the nails on the wood floor stand out a little too much as far as their color goes though. I did a quick Google image search for "old hardwood floor" and a lot of the nails are darker so they blend in with the wood(or they're just old and dirty ) and there's usually two more nails in the middle of the plank.
I'd reduce the opacity of the god rays, but I would consider adding some subtle dust motes to heighten the impression of a dusty room.
Continuing with the theme of disuse, I'd dirty the windows a bit, also reducing the intensity of the projected light while softening the edges a bit.
Thank you Kindly, my couch is still unfinished, theres loads to fix on it:P need to bump up the geometry, model the back section, make some wooden legs for the bottom
Thanks man, its coming..jsut seems to take ages!! its not the colour of the nail thats the issue its the spec was way too bright
made the nails in the middle , redid the nails
Thank you man, I have reduced the god rays and got rid of the plane which made the bottom windows bright, yep i haven't touched the windows yet :P its just a basic shader in there for the moment
also regarding the dust i pinched the shader from the udk folder it seems to have a dust section but for some reaason it does not appear i dont know why
thanks to Obscura ive managed to fix the light beam no dust issue
rendered in marmoset
http://3.bp.blogspot.com/-vc5MUg4Q05A/UCXfnswE-gI/AAAAAAAAA6M/Bh22A6Nuoy8/s1600/Fireplace+-+BEFORE.jpg
Keep up the awesome work!
added a bit more grunge in the middle and toned down the AO on the fireplace and tweaked the door texture
and now have completed the high poly chair
redid the high poly sofa
now onto the bakes
chair textured onto the sofa now
- The wooden elements can do with noticeable grain.
- The areas of leather around the torn pieces should have more damage around the tear. Currently these patches look isolated and odd See this image: http://www.sturgeconservation.co.uk/chairbeforeconservation.jpg
- Also wear and discolouration around areas prone to contact such as the cushion, arm rests and front edge of the cushion where the bottom of the femur would sit will sell the age of this chair.
It's getting really close to being AWESOME .... keep going.
its not wood its bronze
http://www.katewoodlock.co.uk/media/jpg/f/m/small-bronze-2.jpg
your differently right with the torn pieces and the discolouration, i'll keep working on it
Leaning more towards these examples will not confuse the viewer leading to misinterpretation.
https://upload.wikimedia.org/wikipedia/commons/thumb/e/ec/Norwid_Relief.jpg/220px-Norwid_Relief.jpg
http://makerbot-blog.s3.amazonaws.com/wp-content/uploads/2011/04/bronze-shield.jpg
re did the sofa model