Okay, putting my all into this one since I have a passion for Japan. Yokocho means "alleyway to the side of the main street" and my god are they full of life. Everywhere you look there's something to catch your eye, and I think it will translate into a really eye-catching 3d environment. I just hope I can do it some justice!
Taking this as a starting point:
I've started a block-out in 3ds Max:
I know for a fact that I'm going to have a lot of questions for you all on specific modelling techniques, and I really appreciate everyone's c&c so please give your tips, opinions, and suggestions!
Also as an aside, I'm uploading all of my photos from a recent trip to Japan and will share the albums in this thread so others can benefit should they need photo references for their work.
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Cant wait to see where this goes too.
Also as promised, here's a couple of the albums I said I'd upload and share:
Matsumoto (misc. urban, shrines, Matsumoto Castle)
Takayama (shrines,urban)
I hope these come in handy for anybody needing references for Japanese scenes.
try baking a higher resolution then resizing it, doesn't look all that bad tho for a background prop
I'm reworking that part at the minute, I'll try baking at a higher res like you've said.
This is how the model looks like using a boosted emissive value with bloom:
And thanks so much for those pictures
@Strkl: Thanks, you're very welcome
I can't wait to see more!
(I'd help with your lantern, but for some reason the image is blocked on this computer )
*Subscribed*
Working on the ramen bar's tiled wall material:
And found the perfect spot for ol' Greentooth:
EDIT:
Forgot this brick texture I made too:
I made the prop on the right using a next-gen workflow and it took me quite a while. I was pleased with how it came out, but it kept niggling in the back of my mind that it took an ungodly amount of time to make. The one to the left was made using a suggestion from a friend to use tiled textures and vertex paint the damage onto it. The kicker is, it looks like a metric ton of dicks compared to the unique prop.
Am I overdoing things? It just seems like such a crap quality tradeoff.
EDIT:
Updated the vertex painted mesh to show how it looks with a mask (better, but not great)
I'm quite pleased with how it looks now (left is unique version, right is vertex painted version):
I'm not sure what kind of style you're going for but I find the right one has a lot more character, where as I personally feel the left one to be generic.
Perhaps accentuating the 'sketched' look in the texture a bit further would sell it better?