Well I worked on this up until I found out that the environment role was removed from this year's internship program. So at this point it's just another portfolio piece based on that same concept art.
Only feedback I can give you: I think the windows might gain some by being a little dirtier around the ridges and so, they look kinda clean compared to the wallswith leakings and such running down
As a whole the mesh might blend more with the grassy environemtn by adding some grass and stuff where the stone connect to the ground, to avoid a kinda "razor-sharp" feel where they connect.
Maybe some leaking on the roof from the walls too, now only the wooden pillars seam to have water-leaking down?
Small details though man, overall it looks really nice
Looks really good, I love it. I especially like the stone base, you don't happen to have the flats for that texture? The big stones makes it look very nice.
...I especially like the stone base, you don't happen to have the flats for that texture? The big stones makes it look very nice.
Sure! for the base, I sculpted the corner section in Zbrush, and baked it down to a lowpoly modular piece for use on each corner. Then I took the baked texture maps and made them tile for the rest of the building.
To save a bit of texture space, the wood shares the same sheet as the base.
Here's what the hipoly looks like in Zbrush, I didn't go super far sculpting detail. I ended up adding some of the detail later with Crazybump.
You did a good job on those stones, and your roof tiles are enjoyable too!
If there's one major thing that lets it down its your door. In comparison to everything else its too cartoony making it appear flat and jarring.
It would really benefit from being sculpted up from scratch and getting a similar treatment that your stone and wooden beams got.
Overall I like the 3D ness of your attempt. A lot of other people have done a great job but stuck to the original silhouette to the point of having textures just slapped onto geometry. You've broken up your silhouette well with overhanging tiles and overreaching wooden beams. Also the foliage is a nice touch.
This is a really nice piece but the moss on the roof looks a bit weird to me. It looks more like discrete blobs on mask than something that has grown organically if that makes sense? Overall it's a really nice piece however so it's a minor niggle.
This is a really nice piece but the moss on the roof looks a bit weird to me. It looks more like discrete blobs on mask than something that has grown organically if that makes sense? Overall it's a really nice piece however so it's a minor niggle.
Thanks! I agree the roof moss looks a bit blobby. I had some difficulty using vertex alpha blending on the roof, due to how low poly that part of the model is. finding a good trade off between breaking up the materials on the roof and saving triangles is tricky.
you can see the poly distribution in my wire frame shots:
Also, here's a couple more cryengine shots I added to my portfolio.
I don't have anything to add for critics. I'm really loving your take on this piece! Definitely one of the best scene I've seen of this concept if not the best! I'm seconding everyone, you should send it in!
Replies
Only feedback I can give you: I think the windows might gain some by being a little dirtier around the ridges and so, they look kinda clean compared to the wallswith leakings and such running down
As a whole the mesh might blend more with the grassy environemtn by adding some grass and stuff where the stone connect to the ground, to avoid a kinda "razor-sharp" feel where they connect.
Maybe some leaking on the roof from the walls too, now only the wooden pillars seam to have water-leaking down?
Small details though man, overall it looks really nice
Sure! for the base, I sculpted the corner section in Zbrush, and baked it down to a lowpoly modular piece for use on each corner. Then I took the baked texture maps and made them tile for the rest of the building.
To save a bit of texture space, the wood shares the same sheet as the base.
Here's what the hipoly looks like in Zbrush, I didn't go super far sculpting detail. I ended up adding some of the detail later with Crazybump.
If there's one major thing that lets it down its your door. In comparison to everything else its too cartoony making it appear flat and jarring.
It would really benefit from being sculpted up from scratch and getting a similar treatment that your stone and wooden beams got.
Overall I like the 3D ness of your attempt. A lot of other people have done a great job but stuck to the original silhouette to the point of having textures just slapped onto geometry. You've broken up your silhouette well with overhanging tiles and overreaching wooden beams. Also the foliage is a nice touch.
I hope that helps! =]
Thanks! I agree the roof moss looks a bit blobby. I had some difficulty using vertex alpha blending on the roof, due to how low poly that part of the model is. finding a good trade off between breaking up the materials on the roof and saving triangles is tricky.
you can see the poly distribution in my wire frame shots:
Also, here's a couple more cryengine shots I added to my portfolio.