So I am doing a bit of practise lately and throwing together quick one-hour shots of environments, mostly as practise. I have tons of ideas I know I will never build anyway, so I'm just quickly building things to see how it goes. Interesting workflow-experiment. Sofar I hve not used any kitbashing whatsoever, just built what I needed. Two of them were on my livestream so I'll post youtube links to those when they are up. This is the first three that I made:
I'm looking forward to seeing the Livestream links posted up to YouTube so that I can see your workflow. These results are amazing for an hour without any kitbashing.
Snefer doesn't just raise the bar on conceptual workflow, he takes it and throws it somewhere over there near the horizon for the rest of us to catch up to.
All rendered in Modo. The workflow is nothing special really, I'm just trying to trim down on things that give little bang for the buck in terms of time invested. Third scene for example, has alot of prop placement, so very little time to build things, so I went with alot of cubes and cloning, meshpainting, slapping some tiling texture on everything (same texture for all scenes, actually). Timesink was definately prop placement tools, need to work on that.
Second scene, round corridor, has alot of instancing, so there I invested time in detailing up some of the cloned areas so that the overall level of detail would rise very quickly, and then put minimal effort into the stuff that is not repeated. Pretty happy with the result, I should have put some more effort into defining some areas that are not clearly lacking, like the end door, and the round doorways.
First scene Im not happy with at all. Good example of where I lost focus a bit and spent the time on things I shouldnt have. But also a trickier scene to pull off without any design to reference, but then again, time well spent since I proved to myself that my initial idea didnt work out anyway, so only an hour lost there.
That's really awesome, especially with only one hour.
I think you have a good understanding of your tools and a clear vision of your scene, which is the basic of doing such great work within this short time.
Great stuff man, i see that you do a lot of booleans, how do you chamfer the edges after boolean? For RTT ...i see that when you render the scene looks smooth...
These would be perfect to give to a concept artist, and the blockouts could also be used to start modeling while the concept is being worked on. I wonder if this workflow could work well in a studio environment.
I'm curious, do ngons and such not matter when doing this? My professors always tried to stress the importance of keeping everything to quads or tris. Is there a reason that using booleans without retoppologizing is alright here?
Tris and n-gons are fine to use, but I would agree avoiding them when you start learning how to model does help make things simpler. Obviously it's safe to use them in flat areas where they aren't going to cause any smoothing errors, and there's actually some situations when subdiv modeling when ngons give better smoothing results with less work than working in all quads/tris.
Jeff Parrot: haha yeah its hard to stop at exactly one hour But i will definately keep doing them, they are really good lessons for me, patterns are emerging
ZacD: yes it would, I have used this approach before on several occasions, one of the reasons I want to learn how to do it faster, better, and to take it further myself, since im handicapped when it comes to concept art
Ironwall, i did that in the stream yesterday, extremely simple materials though
All rendered in Modo. The workflow is nothing special really, I'm just trying to trim down on things that give little bang for the buck in terms of time invested. Third scene for example, has alot of prop placement, so very little time to build things, so I went with alot of cubes and cloning, meshpainting, slapping some tiling texture on everything (same texture for all scenes, actually). Timesink was definately prop placement tools, need to work on that.
Second scene, round corridor, has alot of instancing, so there I invested time in detailing up some of the cloned areas so that the overall level of detail would rise very quickly, and then put minimal effort into the stuff that is not repeated. Pretty happy with the result, I should have put some more effort into defining some areas that are not clearly lacking, like the end door, and the round doorways.
First scene Im not happy with at all. Good example of where I lost focus a bit and spent the time on things I shouldnt have. But also a trickier scene to pull off without any design to reference, but then again, time well spent since I proved to myself that my initial idea didnt work out anyway, so only an hour lost there.
Hello Snefer. I'm a a fan. And these are great!
But isn't the process your using essentially kit bashing, using replicators, reusing shapes, etc, with the only difference being that your creating some fairly detailed stuff on the fly?
Definitely impressive work. One of my goals is to eventually come up with quick scenes like these.
You've talked a little about getting the "most bang for the buck"... Any chance you might list out some things that you find really work well to that end? Or how you decide what to spend time on during these?
Thanks for sharing the vidoes! I love the idea of this challenge as a way of getting comfortable just putting stuff down fast and not getting bogged down in detailing, when you're still working out concepts. It was near seeing some of the shortcuts you used and where you saved time.
wccrawford: well it depends on the environment. For example the scifi corridors with lots of repeating element, I invest more times in the elements that repeat themselves the most often, since that will quickly raise the detaillevel of the entire scene. For scenes like the abandoned hatstore it was more important to create really basic meshes and focus on prop placement : ) Then of course afterwards you find that some areas are really lacking in visuals while others have detail you wont see, and thats a good lesson for next time
Tepcio: Well, I suck at vegetation so I dont know if that is something you would like to see!
Here is a new one from todays stream, took about 1h 15 minutes today because derp and I wanted to invest a little bit more time in it.
Replies
.... I give up.
I'm looking forward to seeing the Livestream links posted up to YouTube so that I can see your workflow. These results are amazing for an hour without any kitbashing.
+1
maeks mi cri everytiem
The livestream going up on youtube is awesome.
Get these in an engine.
I'm also surprised at the quality of the materials in Modo.
Cool stuff Snefer!
Second scene, round corridor, has alot of instancing, so there I invested time in detailing up some of the cloned areas so that the overall level of detail would rise very quickly, and then put minimal effort into the stuff that is not repeated. Pretty happy with the result, I should have put some more effort into defining some areas that are not clearly lacking, like the end door, and the round doorways.
First scene Im not happy with at all. Good example of where I lost focus a bit and spent the time on things I shouldnt have. But also a trickier scene to pull off without any design to reference, but then again, time well spent since I proved to myself that my initial idea didnt work out anyway, so only an hour lost there.
[ame="http://www.youtube.com/watch?v=K-zd2T1wtO0"]One hour environment nr1 - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=FUugddzaafQ"]One hour environment nr2 - YouTube[/ame]
Looks great man! Really puts me in the spirit to give Modo another shot
I think you have a good understanding of your tools and a clear vision of your scene, which is the basic of doing such great work within this short time.
stream here: http://www.twitch.tv/torfrick/b/597133374
But I mean come on. These are over an hour. By like 12 and 13 minutes. FAIL.
Seriously keep doing these.
No, it's using a procedural shader.
ZacD: yes it would, I have used this approach before on several occasions, one of the reasons I want to learn how to do it faster, better, and to take it further myself, since im handicapped when it comes to concept art
Ironwall, i did that in the stream yesterday, extremely simple materials though
Hello Snefer. I'm a a fan. And these are great!
But isn't the process your using essentially kit bashing, using replicators, reusing shapes, etc, with the only difference being that your creating some fairly detailed stuff on the fly?
You've talked a little about getting the "most bang for the buck"... Any chance you might list out some things that you find really work well to that end? Or how you decide what to spend time on during these?
Lol Ikr. This would take me days .
Thanks for sharing the videos!
Tepcio: Well, I suck at vegetation so I dont know if that is something you would like to see!
Here is a new one from todays stream, took about 1h 15 minutes today because derp and I wanted to invest a little bit more time in it.