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Diagon Alley

proximity
polycounter lvl 9
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proximity polycounter lvl 9
Hey guys Ive been a lurker for like 4 years whilst studying to make games, I feel its about time I man up a post a thread of work.

So im recreating Diagon Alley from Harry Potter the idea is to make a bad ass scene which demonstrates my skills as an environment artist...

I can take harsh crit so please give it as i really want this piece to have the wow factor :D

Ok so here are some screenshots of where im at at the moment. If something looks Obviously crap like the floor for instance its because its a place holder...

Here is my basic Block out and the stage i am at Atm...

potterr1.jpg

And here is a render of Olivanders

diagonalley.jpg

Ill be posting here alot with my changes.

Thanks for your time :]

Replies

  • Marchwarden
    It's funny because I found the same reference for my own scene (though I'm not doing Harry Potter), so it instantly looked familiar to me. Anway, the modeling is obviously going well, but I think you should figure out that lighting soon. It looks like you haven't even built the lighting, so it looks flat and weird.

    Only other thing right now is that the ground texture appears way too large. I feel like it wants to be cobblestone, in which case it would be much smaller.

    Keep it up.
  • proximity
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    proximity polycounter lvl 9
    Thanks dude, been working on lighting a mood today aswell as the floor still havnt done the curbs and lots to do, but here where i am at atm...


    uddk1.jpg
  • SuperFranky
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    SuperFranky polycounter lvl 10
    Yay, somebody actually make this happen, will watch it closely to the finish :)
  • dpadam450
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    dpadam450 polycounter lvl 12
    Don't know anything about HP, just noticed the pictures looked like the park at universal. So it needs a castle:
    http://www.duluthnewstribune.com/media/full/jpg/2010/01/25/harry-potter-castle-orlando.jpg
  • jmt
    dpadam450, I'm no Harry Potter expert, but Diagon Alley isn't near Hogwarts.

    It looks good so far. I would ease up on the heavy depth of field blur, add more props (signs, garbage, crates etc.), and make it so the block doesn't abruptly end in the distance.
  • proximity
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    proximity polycounter lvl 9
    Thanks Jmt, thats pretty much my plan but i got a bit sidetracked today as i dont like it when a piece is un presentable so i tend to shove loads of bells and whistles on it to distract myself from the fact that im only like 50 percent done if that. One of my bad habits i have.

    The plan is to crowd the place with props and signs and use a bump offset shader for the inside of the shops with a couple of keyprops inside the window. i want to put gringotts and the end of the street so that it doesnt end abruplty.

    Thanks again for all comments and crit will keep you guys updated
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