Hey fellow Polycounters, I am a long time viewer, first time poster.
Not sure if this is the best place to put this, for critiques and comments but here goes.
I am currently in my last quarter in a 3D game animation course and I am focusing my work for environments, i like hard surface and how it feels more structured then with organic, but i am rambling on.
Hey fellow Polycounters, I am a long time viewer, first time poster.
Not sure if this is the best place to put this, for critiques and comments but here goes.
I am currently in my last quarter in a 3D game animation course and I am focusing my work for environments, i like hard surface and how it feels more structured then with organic, but i am rambling on.
First scene looks okay. you should make your own vegetation though, and seriously work on your lighting. Maybe add some blend textures between the dirt and the concrete too, it seems to be a very solid line between the two.
Combine the desk and lamp with the environment page, they are part of that environment.
Ditch the WIP stuff until you finish it.
The fire hydrant needs a bit of work too. There's no reason for the stickers and graffiti to be in the normal map, I can semi understand the scratches, as fire hydrants often have pretty thick paint, but I'd still tone them down a lot. There is a lot of wasted space in the UVs.
Honestly, you need more stuff, at a higher quality. It's a very competitive industry.
At the moment you really only have two things showing yourself off - The environment (and it's associated props) and the fire hydrant. I'm not counting the car because it's WIP.
Really dial in this visual style, because there is nothing in your environment that really screams PROMETHEUS to me. Pay attention to motifs in their work for the film, and find creative ways of staging those pieces to sell this further.
Also, on the R8 piece... One thing that you will notice poking around these forums is that the people that model vehicles are VERY good at modeling vehicles. They typically hunt down blueprints of these vehicles and model every inch to those prints. Keep that in mind, because just from a glance, there are a few things that aren't quite right with the model.
I love the R8, I think it is a beautiful car. But you have to consider that the R8 is not exactly the best choice of vehicle for post-apocalyptic transport. It is thirsty, low profile, and not exactly tank-like. That was the first thing I thought of when I saw the renders. Anyways, I'm not trying to be too harsh here... I think you could definitely revisit the Prometheus scene and create something really nice!! Keep workin it and keep the updates coming!!
Well first off Darkmaster , the concepts I came up with for the Prometheus Lab was about 2 years ago and I hadn't heard of the movie then. But good point I'll change the name so people don't try and compare the 2 as that wasn't where I got my reference from!
And the RS8 is more for like a deathrace/mad max kinda world, so I was building it with that kinda frame of mind.
mystichobo, I will bring the lamp, and desk into the same link as the Lab is, I will also tone down and remove a few scratches as well as the sticker and decal from the normal maps. I will look into some blend textures for the dirt, first time I am hearing about it, so ill have to research that.
Replies
Quoted so it's possible to actually read it.
First scene looks okay. you should make your own vegetation though, and seriously work on your lighting. Maybe add some blend textures between the dirt and the concrete too, it seems to be a very solid line between the two.
Combine the desk and lamp with the environment page, they are part of that environment.
Ditch the WIP stuff until you finish it.
The fire hydrant needs a bit of work too. There's no reason for the stickers and graffiti to be in the normal map, I can semi understand the scratches, as fire hydrants often have pretty thick paint, but I'd still tone them down a lot. There is a lot of wasted space in the UVs.
Honestly, you need more stuff, at a higher quality. It's a very competitive industry.
At the moment you really only have two things showing yourself off - The environment (and it's associated props) and the fire hydrant. I'm not counting the car because it's WIP.
http://www.benprocter.com/prometheus/
http://vyle-art.com/portfolio/prometheus/
Really dial in this visual style, because there is nothing in your environment that really screams PROMETHEUS to me. Pay attention to motifs in their work for the film, and find creative ways of staging those pieces to sell this further.
Also, on the R8 piece... One thing that you will notice poking around these forums is that the people that model vehicles are VERY good at modeling vehicles. They typically hunt down blueprints of these vehicles and model every inch to those prints. Keep that in mind, because just from a glance, there are a few things that aren't quite right with the model.
I love the R8, I think it is a beautiful car. But you have to consider that the R8 is not exactly the best choice of vehicle for post-apocalyptic transport. It is thirsty, low profile, and not exactly tank-like. That was the first thing I thought of when I saw the renders. Anyways, I'm not trying to be too harsh here... I think you could definitely revisit the Prometheus scene and create something really nice!! Keep workin it and keep the updates coming!!
Well first off Darkmaster , the concepts I came up with for the Prometheus Lab was about 2 years ago and I hadn't heard of the movie then. But good point I'll change the name so people don't try and compare the 2 as that wasn't where I got my reference from!
And the RS8 is more for like a deathrace/mad max kinda world, so I was building it with that kinda frame of mind.
mystichobo, I will bring the lamp, and desk into the same link as the Lab is, I will also tone down and remove a few scratches as well as the sticker and decal from the normal maps. I will look into some blend textures for the dirt, first time I am hearing about it, so ill have to research that.
Thanks for the input keep it coming PC peers!
Also, try to include model statistics such as polycounts and texture sizes.