Hi guys,
I decided to start a Office Environment.
I found this concept by Artyom Vlaskin and decided to give it a try.
The second thing I did is to plan which parts will be modular or independet pieces.
I finished my basic blockout of the Office and my my fourth step will be to model all
the assets in HighPoly and go on from there.:poly142:
Replies
It has a 2048 Diffuse, Spec, Normal.
Wait, huh? The floor should be the last thing to have a unique texture, just create a tiling texture for the tiles, and a second for the trim elements.
If you're wanting this to be a showcase of your skills i.e. a portfolio piece, you'll have to show that you know when it's appropriate to use tiling textures for something as opposed to unique ones. Just think of it as though you are creating an entire level instead of a small section, same rules should apply.
And a few other things to consider, The pillar in the middle of the room bares a striking resemblance to the walls, why not make the same texture work for both? You may want to go back to your plans and figure out what you're going to need to make and what can be reused.
Your blockout's looking pretty good so far, just think about where things can be optimized and use your textures and geometry sensibly.
I will attack the issues as soon as I get some free time.
Today I finished the Screen and the keyboard.
As of right now the Prop has a Diffuse, Specular, Normal and AO.
PS: its Not done yet , still Needs some letters.
But its still unique
The Texture is 1024 and includes a Diffuse+Alpha, Spec,Gloss, AO and a Normal map.
Now its on to the next prop:)
Ps: is there another way to upload images or can u only upload them via manage attachments? I tried to embed them right after my post but it did not work.
The only way to do images besides what you are doing is upload them elsewhere and link them using img tag.
Trying to find my own style:)
This if you're using Photobucket:
This if you're using Imgur (better imo):
Just noticed this today.
I'm a little curious as I'm working on something similar myself
If you were to look into developing your own style I would imagine you should work on your own texturing style. thats just my 2 cents. If I were to spend time on this I would want to grow as an artist and venture out of my comfy zone.
( my own style) I don't have a problem texturing it realistic.I just don't want to let it look too REALISTIC and too CARTOONY.
And that's what I meant with style ( my own texture style).
I mean why would I start a project like this and then be "lazy" I'm still a Rookie:poly121:
Anyways thanks for the crit will work on it:)
@dbz123: Everything except for the cartons/trash/cables will be modeled in highpoly:poly142:
Changed the Water Bottle, Diffuse and Spec overall (a little).
Here is the beginning of the Wall section.
any critique welcome.
any critique welcome
One thing to be careful of is keeping a sense of scale, for example your keyboard and computer screen look a little small (could be the camera angle). How do you go about ensuring your props are all to the correct scale with each other?
Which of these textures are place holder and which are finished? The wall texture seems to have some decals while the filing cabinets look like they are just plain grey.
It seems like the modeling is done to a sort of 'whitebox' or place holder level at the minute. Push your shapes and add details that make the model unique and your own. Anyone can model a table but how is yours different? That's the sort of thing that's going to push your portfolio and make a potential employer take notice. It doesn't all have to be done using geometry either, add some little details into the texture that will catch the eye and make it different, for example, some little worn and torn stickers the office worker might have stuck onto the filing cabinet. That is the sort of detail that doesn't cost anything in terms of polygons (as its added to the texture) but helps to catch the viewers eye and make them believe your image is a real environment which has been 'lived in'.
The only other thing I would mention is think of your environment as a real place, how do things work? Do things in the scene make sense? One small example would be, how are those wires near the ceiling attached to the walls? Might seem small but its that kind of thing that can instantly break the immersion of a viewer looking at your scene.
You have a really good start here and if you keep working at it you will have a great scene for your portfolio, keep up the work!
The grey boxes will be textured soon. And there will be a lot more detail in the scene at a later time.
The wooden wall part has actually gaps in the concept art that I am looking at for reference.
Like I said in an earlier post, most of the models will be done in high detail.
Right now I'm experimenting with NDo2.
Dont know if this sentence makes any sence but I'm really tired and need to go to bed.
---Looks at watch ohhh damn, it's already 3:33 am
LOL
Got a quick question.
Can u have a alpha cutout texture and a opacity texture ( turning opacity down in material editor) in the same material or not? if it works then how do I go about it?
The wooden window in the back has to be finished also.