Hi guys, I got some good feedback working on my last project. I've started a new one and any feedback will be more than welcome. Here's the concept art and block out.
Thanks, here's some more planning, just a lot of stuff like references, textures, and like a quick sketch that sort of gives a sense of some ideas and thoughts I had with where I might go with all this.
That's an awesome concept to work with and really digging your planning thus far. Blockout to me seems like it should be bigger, looking at the concept though it seems nearly accurate. When I look at the character scale the building seems small, but could just be me. Look forward to seeing more.
Very cool concept and it would be interesting to see where you take this.
My major concern with your new pieces here, is the overall silhouette. You've lost the interesting silhouette in the original concept by stretching the building out and adding a large billboard. I think you should find a resolution to offset the billboard or perhaps make it smaller so you can preserve the interesting details on the edges of the overall structure.
hey looks awesome! Only thing I notice at this point is that your garbage/trash/etc. on the ground is pretty evenly spaced. I would try and see how it looks grouping some of it together.
Sorry did some further updates, just cleaning up polys and stuff like that, here's a further update, also mind you that everything now is scaled relative to the unreal man.
Looking good so far. Though it wouldn't hurt to throw on a decent gray shader and some lighting and hide those wires on the presentation shots Keep up the good work!
Have you set up any lights yet ? also are you bringing this into UDK ?
Crit:
On the last screengrab those ads/flyers stuck onto the train stand out a little too much as a repeated texture. You should chnage them up a bit and maybe remove some of them !
Yeah I have to fix up the flyers, I'm just trying to get the diffuse textures for the subway car down. Then I'm going to bring it into UDK and light it.
Hey man! Your textures look very photosources atm you might want to go in and try to lose the photosoucred feel a bit? Also the window texture is too obviously repeated and it looks like you can see the inside of the train that it was taken on? You might want to get rid of that?
I think overall as well your texturs are just a bit too noisy but if you fix the photsource problem that should go away too
I think its time now to get it in the engine and continue from there, also I think there's a bit to heavy contrast in some places. Also if you use single quads mapped with a alpha texture you can put grit and other fine details around with ease.
Are you going to make this a daytime scene or nightime?
Yeah it's mainly the train I can't really see the building as there havent been that many close ups but it looks fine but the train bit looks really photo sourced
Thanks guys, once its in Unreal I'm going to take another stab at the train texture, make it less photosourced. Really spend some time giving it a more suitable look. . .
Its in the engine, the lighting is shite right now, I'm just popped in some temp lights to get a sense of how SOME of the normal maps that I"ve finished are looking.
Replies
he has some really awsome stuff
My major concern with your new pieces here, is the overall silhouette. You've lost the interesting silhouette in the original concept by stretching the building out and adding a large billboard. I think you should find a resolution to offset the billboard or perhaps make it smaller so you can preserve the interesting details on the edges of the overall structure.
Have you set up any lights yet ? also are you bringing this into UDK ?
Crit:
On the last screengrab those ads/flyers stuck onto the train stand out a little too much as a repeated texture. You should chnage them up a bit and maybe remove some of them !
Looking forward to ur next posts
I think overall as well your texturs are just a bit too noisy but if you fix the photsource problem that should go away too
I do like what you have though
I think its time now to get it in the engine and continue from there, also I think there's a bit to heavy contrast in some places. Also if you use single quads mapped with a alpha texture you can put grit and other fine details around with ease.
Are you going to make this a daytime scene or nightime?
Keep up the good work,