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Greetings Polycounters!
So here's the rundown... I'm starting a project where I take a simple section of an environment (Diorama if you will) and modeling/texturing the same scene in a more realistic style, and a cartoony painterly style.
I'm on a deadline, (Studio project for a 10 weeek class, with 5 weeks left) so I may be a bit limited as far as making huge changes, but I'm still very open to suggestions, comments and criticisms... I just might not have the time to implement them immediately.
I'll start by posting some pre-production work for the project here...
Realistic Concept Art
Stylized Concept Art
Quick ideas for environment assets/props
And what I have modeled so far.... pretty much finished with the realistic models of the building, moving on to the stylized ones.
I'm not terribly concerned with polycount or efficiency, since it's a "showcase" piece for my portfolio, so I wont be doing any baking for normal maps to save a bit of time. I might eventually end up rendering it in UE4, but we shall see.
Replies
stylized houses... still tweaking them a bit, bur feel free to offer advice! Redline paintovers would be especially helpful with trying to get teh shapes right
Starting on the textures... kinda of new to this, trying very hard to not make it too noisy or high contrast, but finding a good balance is proving to be difficult. Any tips would be much appreciated... the base texture is supposed to be a sort of smooth stucco, and the white and blue is a smooth painted wood/moulding.
(white wood is just a desaturated version of the blue wood)
Process as of now... edited the stucco texture a bit
More progress!
Done a bit more since this pic but i'll be sure to update later...
Some of the details like the windows seem to sit on top of the walls/ lack depth. Same goes for some of the ledges.
That's ok for the cartoony version, but makes the realistic version seem a bit cartoony, too.
(The way the rooftiles sit on the roof seems strange to me, too, but then again I don't know much about architecture in Puerto Rico and I'm maybe making a complete fool out of myself right now. Perhaps you can share some of your references, if you want. )
I don't think you should add that much noise and detail to the realistic textures just to make a clearly visible difference.
Add detail, but be subtle and add it were it matters.
Right now it looks like everything was sharpened up in post.
For the cartoony version you could reduce the forms some more.
The balconies have very dense and thin balustrades and the windows have very dense detail, too.
You could also play with the lighting and colors/values a bit more.
Perhaps a lighter color scheme and even more strongly colored shadows for the cartoon version.
Perhaps even flatter and illustrative textures for the cartoon version?
(But that's up to taste of course and I realize it's pretty much finished.)
All in all a very nice work, I just added some thought I had looking at it.