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[WIP] Lonely House

Z3D
Hi everyone, I decide to make this a thread to improve me:thumbup: of course.
So I have this concept that I've been look at him a few days

image_1328037085.jpg
(sorry I can't remenber the artist if anyone?)

I wanna follow this but the idea is not make something exactly how it is I want feel free to chance and add anothers and put up my style, so this is gonna be a concept base

And here's where I am
wip_joseguilherme_1.png
wip_joseguilherme_wood.png
woodmap_joseguilherme.png
Starting by some wood.
Any feedback is much appreciate, all the best

Replies

  • imperator_dk
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    imperator_dk polycounter lvl 10
    Philips screws seem like an odd choice for something quirky and toony like that, why are the heads of the screws all different sizes ?, you could make them nails instead with the heads tilting slightly in different directions if its variation you are looking for, and nails make more sense in the context.

    Play around with more irregularity in the size, shape, bend depth and angle of the boards get a more lively dynamic feel that will match the concept better. Given the age of the concept it would seem likely if some of the nails had cracked the board ends leaving gaping cracks or the like.

    The base color of the wood needs more hue and saturation variance its kind of a "monochrome" brown look at the moment. The concept has a lot of moss which would leave both moss patches and green residue on the boards.

    Quick paintover, hope you don't mind:
    boards.jpg
  • Elod.H
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    Elod.H polycounter lvl 11
    I love that concept. I`ve been looking at it myself as well, best of luck re-creating it :) .

    I`d have to say the wood texture right now is a bit "flat", but you said that you`ve just started the work on it, so no criticism. Just keep in mind that before you do any kind of detailing, I`d suggest you really focus on the color values. Use it wisely to create the sense of depth and lighting in your texture. Details can come after that... values are everything in my opinion.

    Best of luck and keep us updated ;) .
  • Z3D
    @imperator_dk hey man,I love this paintover, I wasn't happy with those screws and you make that looks beautiful.
    The different sizes it was just for keeping the variation .

    You're right I'm trying varite the shape right now and more moss; Oh moss it's kind painfull make this anyway many thanks man this is the feedback I need!

    @Elod.H thank you,the color values it's the critical part but I think the structure came first here is where I have to dicide each shape and the best way to make it, like this model I preset some brush to sculp and polish just after that I start the color pallete.

    So here's what I'm doing I'm still not happy with that maybe I'm not get the irregular shapes
    woodmaps.jpg
    viewrender.jpg
    :\
  • Z3D
    Today I thinking about how terrain works and after some sketches in Zb I find way to make this like I was thinking

    wipterrain1.jpg
    wipterrain2.jpg

    I saw many exemples like this right here in PC ,I have some trouble with the map yet and not uv maped as well.
  • GOBEE
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    GOBEE polycounter lvl 10
    I think the grooves in the wood are a bit too thin. Especially seeing it in your render, when the camera moves, you will see a lot of flicker. I'd suggest making those lines in the wood thicker, more variation.

    Also, be careful with the ends. You can see the screws on the ends where you've overlaid the UV's.

    BTW, I love the black outline of the wood. I do that myself.
  • Z3D
    @GOBEE I hope not be a big problem in the engine, it is just a screen from Max and the uvs is pretty basic yet/ but yes I have to take care, so thanks.

    I starts the tree, this is some zspheres but I like the way this is going
    wiphouse_joseguilherme.jpg

    I have some time for the maps I'll try something tonight
  • Z3D
    Here's how I'm thinking my tree
    wiptree_joseguilherme.jpg

    Any advice about the tree and terrain?
  • Jessica Dinh
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    Jessica Dinh polycounter lvl 10
    Hi there! Nice choice of concept! I have some thoughts for your textures. Starting with the wood planks, it's cool to see you added a little bit of that green, but beyond that, I think it would be nice if you made some entire planks different hues/values. Like some planks are entirely greener/bluer/browner than others, and some planks lighter or darker. What is that dark stuff on the ends of your planks?

    For both your planks and tree bark, the grain is kindof hurting my eyes. I think it is too thin, or maybe you can keep some of the grain thin, but make some thicker lines too. The tree bark is worse because you outline all the black lines in white, so the contrast is extreme! Use highlighting sparingly.

    Your terrain texture also has the contrast problem. The white pebbles stand out way too much, so I would personally tone them back some. And the orange color you picked is a little bit jarring too. The dirt color looks much more natural in the concept.

    Good luck and keep going! :]
  • Z3D
    Oh Jessica you are amazing :poly136:, yeah I've been more careful I add more trim on the edges and more hand paint.

    wood3.jpg

    That dark stuff it's supposed to be a bark do you know? As if it's above to this clear wood. I admit it's been hard to figure out a way to write this values on wood color
    / every dig are disappointed /

    I see so much grain in the tree too( I think that I can make up that on engine) and the terrain color is out site of color pallet

    Many thanks Jess for your advice it's pretty helpful
  • Z3D
    Hello guys I've some updates
    texturesample_joseguilherme.png

    print1.png

    Some Zb grabs if anyone interested in
    assestsZB_joseguilherme.png

    So looking now the tree is too grain yet :poly127: ; I like the changes in terrain , but I don wanna everything looking too dark , maybe testing if some lights I can see it.
    Hugs.
  • Z3D
    All right, small up but it is just came outside my mind
    BhNPHcoJ
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