A few others from my uni have started threads, so I thought I'd get one going so I can receive more feedback.
Working on a tudor style slum set in some gritty sci-fi city lol. I was initially inspired by this picture
however I decided to take it in my own direction. The scene will be centred around a blacksmiths, with the surrounding buildings towering unnaturally around it. I really want to exaggerate the tiered building method and create building a lot more unstable looking. The viewer of the environment will able to walk round the court yard in front and into the ground floor of the workshop.
My dissertation focus is on creating realistic looking materials from high poly source models. This means extensive work using spec/gloss, DX11 effects, and general texturing and sculpting practices. As of right now all the textures are super rushed as you'll find out why below.
Currently I'm blocking out. The little details look way more refined that what a block out should be, I was forced to push some art out during a selection process to show off the project to industry. However I can worry less about this now and get on with finalising the actual layout of my scene. I have tons of sketches, I just haven't had time to implement them yet.
Here are some images from the past week of working, although the scene is pretty much just me messing around atm ^_^
Strong critiques welcomed
Replies
Overall it's looking really nice, can't wait to see more.
Gimme your thought on this A+ work
Here's and update on the scene, basically just got a new floor mesh in and put a temp cobble texture on it, I plan to mesh paint heaps of hey and puddles and mud into it if I have time. That ugly 90° angle will have a stone wall covering it I think.
bonus images from another module (not accurately modelled to a ref, I know :P)
Spudnik : Pretty simple, I took a texture of a wooden wall, selected all the gaps where the shadows lay and deleted them, this gives you an option to use the content aware tool, which works pretty nicely. Then if there's any more errors, touch up with the clone stamp or spot healing etc.
Lloth : yes I really want to get that cool sense of scale thats in the concept, I have added some background stuff but I'll show it next update!
GrimFiction : Yeh I wanted a lot of the main arcitechture to be more tudor looking, with only small details, props, and the background going down the sci-fi route. I like the patched together idea you mentioned though, so I'll be playing around with that more soon ^_^
djoexe hmmm, I think ill arrange the scene in max using the building models and since my units are scaled the same I should be able to match the cables between them..if that makes sense :P
Cheers!
WORD
Looking good man!
Still stupidly rough at this stage, but I'll learn not to make something so big next time haha:poly122: Havent touched the lighting or post processing yet really so I need to leave time for that, which is part of the reason I nuked the interior section.
Space was at a premium in older towns; any free space would, at the least, be filled with booths, or even un-official buildings.
Chimneys were large and often ornate in Tudor-era buildings.
Here's a sculpt and some a screenshot.
Slight update. Played around with the lighting and I'm pretty set on this being my favorite beauty shot location. I need to replace a couple of buildings and start to ramp up production of props. For the sci-fi stuff I'm gonna go for some super clean and smooth forerunner type things, which should hopefully contrast the scene quite nicely...we'll see :P
Noob question: last screen is rough screen from engine? It's looking really nice!
Paintover...
Are you getting some vertex painting into those road/path slabs to break them up, they look really repetative at the moment.
The window shutters are
How much you got left to do? Paintover should help with some scene noise, especially the pilons.
Moar update...totaly project fatigue at the moment.
Only thing I would say is the roofs are looking kind of flat. There's a neat trick for that on the wiki; http://wiki.polycount.com/ModularMountAndBlade?action=AttachFile&do=get&target=Modular_MountBladeMod_02.jpg
Keep it up!
The curb seems unnaturally straight, and there appears to be some serious texture stretching on the side of the curb.