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Brace Yourself: ArenaNet Environment Tests are coming.

polycounter lvl 11
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jackalope polycounter lvl 11
I know you all have seen tons of these, so I don't anticipate getting lots of responses. But any feedback would be helpful. Ill keep it short.

Concept:
EnvironmentTest2011.jpg

my blockout so far:
45en4.png

Replies

  • Selaznog
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    Selaznog polycounter lvl 8
    I would take off the vines on the wood, and try and stick to the concept as close as possible. Otherwise, looking good!
  • AlexCatMasterSupreme
  • BARDLER
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    BARDLER polycounter lvl 12
    Selaznog wrote: »
    I would take off the vines on the wood, and try and stick to the concept as close as possible. Otherwise, looking good!

    I think they want you to have a little personal interpretation to it, because that actually shows your skills as an artist.
  • TJ062
    Good job so far.

    I think the vines need a some rework, it doesn't look like if it naturally grown unto the building and more like if somebody intentionaly glued it only to the wood.

    Here's some pictures to help demonstrate my point:
    reference:
    YVniM.jpg?1yVqZL.jpg?1

    how it can be applied:
    eL5tL.jpg?1r3mLO.jpg?1
  • Zocky
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    Zocky greentooth
    not bad!

    as TJ062 said, you might want to rework vines. In his reference image (the right one), not only are they are not so "Straight" as you put them, they vary a lot more in density and size.

    If you take a look at this(if i borrow it from TJ a bit):
    T36bwF.jpg

    You can see how areas A and C are a lot less dense then, say, B, C or E. There is quite huge difference in density.

    Not only that, color varies quite a bit too.
    Area D for example is a lot more bright, and even changes color from green-ish to green-yellow-ish, probably even more saturated.
    While B for example is a lot more dark, less saturated and more pure green rather then yellow-ish, like before mentioned D.

    The other thing is, vines look a lot more chaotic and not so organized. Meaning, it doesn't go in straight line like you did, it branches and spreads all around the wall, in different shapes. Some areas look more clean and compact, while other areas it braches out quite a bit.

    Oh and one last thing, not sure if that is just coincidence, but i find it interesting how veins instead of going to the middle area, it skips that area and goes all around the edges of house even up to the roof. Maybe it's easier for it to "grab" the surface if there are supports and stuff.

    And i agree with BARDLER, i'm not sure if 100% replica of the concept is really what they are looking for. I see on their site, they mentione you are free to modify concept a bit and add new stuff to it, or something like that (you should check their website for more precise info).

    Hope that helps! Keep up!
  • jackalope
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    jackalope polycounter lvl 11
    Selaznog: I would normally do that, but the site says,
    "Feel free to add your own interpretation to the style, cleanliness, and add any extra supporting elements as needed."
    So I thought I would deviate a little.

    AlexCatMasterSupreme: Indeed.

    TJ062 and Zocky: You guys are totally right. Iv'e done a little work to the vines. Made a new texture and made a little better placement. A future update will further reflect your suggested changes.

    Iv'e done a first pass on some of the major textures. Trying to get everything with a basic texture on it so I can then work on getting everything to have stylistic harmony.

    CPEgv.png
  • BARDLER
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    BARDLER polycounter lvl 12
    Do you plan on making a high poly for that detail? If you are just photo sourcing everything you will most likely be overlooked by the people judging these.
  • iniside
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    iniside polycounter lvl 6
    Why ? Lot's of buildings in GW2 have photosourced textures. Heck, some of them are even in my photo library (unprocessed).

    It's only matter of making it look good, no how you did it.
  • BARDLER
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    BARDLER polycounter lvl 12
    iniside wrote: »
    Why ? Lot's of buildings in GW2 have photosourced textures. Heck, some of them are even in my photo library (unprocessed).

    It's only matter of making it look good, no how you did it.

    I was talking about the normal maps for the detail, not so much the diffuse. Also they do not just take a single photo and slap it on a model for a finished texture. There are usually a bunch of different texture pictures combined and tweaked in photoshop in various ways.
  • jackalope
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    jackalope polycounter lvl 11
    Yes i'll be doing highpolys. Right now i'm putting some basic textures on it so I can work with the model and fill the poly budget.

    If these were close to my final textures I would hope I would get overlooked :poly124:

    New update hopefully will be coming tomorrow.
  • BARDLER
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    BARDLER polycounter lvl 12
    Lol that is good to hear, I just see a lot of people photo source normals on this forum where I just have to ask a lot :p

    good luck dude.
  • jackalope
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    jackalope polycounter lvl 11
    Cool to see everyone participating. Everyone's work seems so good.
    I only have a small update because another project has come up that I have to work on. I'm afraid I won't be able to work on this as much I want to. Guess Ill keep plugging along and see what comes out of it.

    Anyway, here is what iv'e done

    IBNHU.png
  • jackalope
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    jackalope polycounter lvl 11
    another small update, finally finished the other project. Glad they have pushed out the deadline.

    m3MaG.jpg
  • jackalope
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    jackalope polycounter lvl 11
    finally got to do a highpoly and proper version of the stone. plus other changes

    YOuWc.jpg
  • Seaseme
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    Seaseme polycounter lvl 8
    Looking good! I think the brown color of the wood planks on the walls is taking away from the over-all feel of the scene. They're much too richly colored. They don't match the aging on the plaster beneath. So, you should really make those a bit more consistent with one another.

    The grass is looking okay, I think perhaps it's a bit tame though. Why not push it? Make the grass huge and out of control, it will match the unkemptness of the ivy. Plus it would look cool.

    The shingles on the roof, the ones hanging on the edge, you should vary those up a bit! Push that silhouette, delete a few of them, mangle them up a bit.

    -- Remember, silhouette is KING. I know you've been given a concept, that does not mean that you cannot take some liberties to make it more interesting, because in my opinion, that is the true point of this test. It's such a generic building that I cannot believe that ArenaNet is looking for verbatim entries.

    Keep tweaking your shape, you will benefit from some more playing with it.

    You've definitely made progress. I really like your new stone texture (minus the stretching on parts of the base) and I like your roof texture.
  • jackalope
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    jackalope polycounter lvl 11
    Thanks for the suggestions Seaseme. Still working on some things like the stretching. It's a pity that they aren't offering the position anymore, I guess i'll just finish for my portfolio. Anyway here's my update.

    Kfi1I.jpg
  • Aga22
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    Aga22 polycounter lvl 12
    real sweet. only thing that bothers me is the texture streching on the brick's corner...
  • jackalope
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    jackalope polycounter lvl 11
    Almost done, I know everyone must be fed up with these. but things must be finished.

    OGYJq.jpg

    bhmrR.jpg

    3CrKL.jpg
  • MiAlx
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    MiAlx polycounter lvl 10
    Hey good job, really cool! Maybe this has been discussed already, but the only thing that is bothering me a bit, and thats a 'imo', the roof's sides seem to be very thin and..dunno.. fragile? It could be maybe thickened a bit imo. Except of course if it's meant to be like that.

    Just in case, this is what I mean (just an example):

    lpPxd.jpg

    Good job though, keep at it :)

    edit: well, apparently I missed the concept in your first post.. sorry :poly136:
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