Really nice piece you've chosen here. My only thought is, the fence on the concept to me seems like he cut it out to showcase whats behind it, rather than it actually being a broken fence. I could be wrong. Either way, break that sucker down if you want!
That is some really nice wood texturing! However it looks a little too saturated in the scene. Also I think you need to add more detail to your texture to ground it more in the scene. I am thinking towards the bottom just darken up the wood and add some subtle grunge!
Thanks Dan! I think it may be down to the lighting which is posing a slight problem right now. As for the grunge that's a good suggestion, but I'm going to play around with some decals too.
You could add some more geometry chaos to the fence because at the moment it does feel like a cardboard film set, every edge being straight lines, etc.
In the concept it appears a bit bent.
And yeah unless the wood has been varnished with a very saturated polish, I doubt it would be that saturated. Unless you go for the same colour palette as the concept.
Hey guys thanks for all the feedback. I hope this small update ticks some boxes with the fence. I've created another two models to break up the modularity in the scene. I'm going to using Dirt Decals later.
Tri Count from left to right : 272 Tri's , 266 Tris , 216 Tris
The execution of the wood and bake etc... is great. Would have being more practical to have made the texture tillable for LOD's but that doesn't matter so much with personal work. The biggest issue I can see is that you seem to be following the scaling of the concept very accurately. But if you look at the proportions they are a little out of shape. If your aiming for a cartoonish look its fine, but if your aiming for something more realistic those planks of wood are going to start looking mighty funny when the rest of the scene starts coming in. You clearly have the technical ability but would be cautious with a fundamental mistake to scaling if its not what your aiming for.
Cheers guys for the feedback the lighting is killing me a bit but it's just a place holder for now and hopefully the post effects will cure some of the colour issues I'm having on my materials.
Ichll3D/dudealan2001 - I really wish I had done a tileable texture now (hindsight hey) for those reasons listed. I'm not sure how the scene will pan out but i'm trying to find that bridge between cartoon and a real look ( probably leaning more towards the cartoon side).
As for the scale i'm trying to be fairly accurate as everything seems to be fitting into place so far but I will take liberties in areas that don't look right.
An average step in a case of stairs is... Around 18cm.. I think. Then the average size of a garage entrance is... May be 4meters. Decked car parks are typically 3.6meters. All this adds up to your planks being around 1feet wide and probably 4-6 inches thick... Thats like a uber stack of 2 by 4's :P
Wow that's pretty technical :poly124: . Just did a quick measure up post 13 (W) 13 (D) 188(H) which is about right if i remember correctly. and the planks are about 25 (W) 3 (D) 190-180 (H). Planks are a bit wide I agree but it seems to look right in the editor. (I assume CryEngine works in Metric btw).
Ah I see, I think the main thing that throws it off is the gate entrace, I assumed it was a gate for vehicles but it only seemed to be around 2.5 meters tall. Another reference point is the parking slots which seem unnaturally small in comparison to the door next to them, again these are all just points of reference that I would imagine to be standard sizes but in the concept seem to conflict.
The concept was done is a stylized way so its obviously not going to conform to those standards, but when you mentioned you was aiming for more realism then it brought up red flags.
It sounds like I'm being super picky, but just wanted to reiterate the importance of referencing sizes that the mind understands and what we perceive to be proportionally correct when not done in a stylized way. Its the same difficulty character artists have when trying to make a face look real. I think you would be incredible surprised at how standardized our world is from an architectural point of view.
Its very difficult to perceive now, but I'm very curious how this scene will look in the end if you remained accurate to the concept while producing it in a realistic manner.
This scale issue can be worked out. Don't change the size, alignment or shape of anything. The concept is perfect how it is.
Here's what you can do....
Add tricycles and children's peddle-powered plastic automobiles to the parking spaces. Stylize them so that they look dirty and worn out like the rest of the scene.
...a less kookie or off-the-wall suggestion would be to add a heavy bike rack and then undeniable evidence of bicycles and motorcycles for those parking spaces.
In both of my suggestions, the idea is that we assume that the parking spaces are for cars which makes them way too small because we can see windows and doors and stuff and get a good feel for how big a person is and we use that size estimate to inform our obvious belief that the parking spaces are too small...
The obvious solution is to change the size of the parking spaces and adjust the layout to make the new bigger spaces fit but it doesn't have to be that way because, we also have the option to add something to the level that changes are base/initial assumption about the parking spaces and their use which would make their size relative to the rest of the scene look natural and correct.
Small update. Started texturing the Gate (hard surface stuff is my biggest weakness) so any crit would be much appreciated.
Also if anyone could shed some light on why it is soo bloody hard to match my materials from Marmoset toolbag to the CryEngine that would be great. For some reason my model look completely different.
looks good. One thing that stands out to me though is that the corrugated parts are really rusted compared to the frame. The whole thing would be rusted at least a little. Right now the corrugate bit looks much older that the frame.
I've recently started an internship so this will be a very progressive project. Went back and did some more grey boxing. Next post should have a more detailed pass
Replies
@Spahr i think your right about the break way from the fence. it should continue to be whole.
excited to see the progress as you go. keep it up!
@Frozan you'll have to link me your thread when you start
Lighting is a bit of a pain as I can't get the sun to cast that type of day without the shadows being too long, so any recommendations would be great
I need to change the water too. (just playing around with the colors right now)
Been sculpting the wood fences. Trying to find a balance between stylized and real textures.
any crit or comments would be great
I look forward to more!
In the concept it appears a bit bent.
And yeah unless the wood has been varnished with a very saturated polish, I doubt it would be that saturated. Unless you go for the same colour palette as the concept.
Tri Count from left to right : 272 Tri's , 266 Tris , 216 Tris
In game shot:
I think it's due to the TOD it looks like that.
TOD comes last in my book when creating an environment in CryEngine : )
Ichll3D/dudealan2001 - I really wish I had done a tileable texture now (hindsight hey) for those reasons listed. I'm not sure how the scene will pan out but i'm trying to find that bridge between cartoon and a real look ( probably leaning more towards the cartoon side).
As for the scale i'm trying to be fairly accurate as everything seems to be fitting into place so far but I will take liberties in areas that don't look right.
The concept was done is a stylized way so its obviously not going to conform to those standards, but when you mentioned you was aiming for more realism then it brought up red flags.
It sounds like I'm being super picky, but just wanted to reiterate the importance of referencing sizes that the mind understands and what we perceive to be proportionally correct when not done in a stylized way. Its the same difficulty character artists have when trying to make a face look real. I think you would be incredible surprised at how standardized our world is from an architectural point of view.
Its very difficult to perceive now, but I'm very curious how this scene will look in the end if you remained accurate to the concept while producing it in a realistic manner.
Here's what you can do....
Add tricycles and children's peddle-powered plastic automobiles to the parking spaces. Stylize them so that they look dirty and worn out like the rest of the scene.
pf
In both of my suggestions, the idea is that we assume that the parking spaces are for cars which makes them way too small because we can see windows and doors and stuff and get a good feel for how big a person is and we use that size estimate to inform our obvious belief that the parking spaces are too small...
The obvious solution is to change the size of the parking spaces and adjust the layout to make the new bigger spaces fit but it doesn't have to be that way because, we also have the option to add something to the level that changes are base/initial assumption about the parking spaces and their use which would make their size relative to the rest of the scene look natural and correct.
Small update. Started texturing the Gate (hard surface stuff is my biggest weakness) so any crit would be much appreciated.
Also if anyone could shed some light on why it is soo bloody hard to match my materials from Marmoset toolbag to the CryEngine that would be great. For some reason my model look completely different.
Are you going for a more stylized look?
here are the flats (still very wip).
I've recently started an internship so this will be a very progressive project. Went back and did some more grey boxing. Next post should have a more detailed pass