Last update of February. Arranged everything I have so far in UDK with some placeholders. Sculpting the gate right now, using a lot of Indian symbolism, but haven't gotten very far with the sculpt so there isn't much to show.
Going to tone down the green on the walls like Arctic Furnace suggested, it's looking like radioactive slime lol, and need to fix my spec up a bit on my walls.
Definitely going to work on this more until it's done. Haven't worked on lighting at all yet.
sybrix - Looks quiet good, but dont you think that the moss could be vertex painted? With height map based falloff. Plus i would make a "dirt" channel to paint on it. Check out 3dmotive-s advanced vertex painting lesson dvd. Its really simple, easy to use, and understandable. And it gives a lot to environments, because you can hide the modularity, and you can make it looks more unique, and detailed. Also, try the "Add" node to add little details to your stone textures. It works like, you can plug your original texture to the 1st input, and your "detailmap" to the second with a high tiling. The moss would looks really cool with this
Edit: Tiling is controlled by "texture coordinate" node, and you can do that Add thing with your diffuse,spec,and normal too. Good luck, and have fun!
Hey guys , I'm still fixing some assets and textures before final submission and I have a question, does anyone think the roots are too big ?
Thanks for your time, feed back will be more than welcomed.
Note : The pillars still has the old vines model , fixing that right now
Rockguy, while you have a lot of things you could do better in this scene, you have really seemed to have grown as an artist over the past few months. It's cool to see and watch you finish these scenes. You could do a few things better but you seem to be catching on a lot, I love the atmosphere of the scene and the overall color composition is significantly better than your last scene. Keep it up. I would just work on trying to break up some of the tile and maybe tone down some of the saturation on the tiles just a tad. Make your water a tad more green, its hard to see. I would try and sculpt your roots and then add a tileable. Remember the more you add to it in terms of breaking up tiling and telling a consistent story the better. Also remove some of the tiles where the roots break through. Maybe some sort of extension of the hole in the roof so it looks like it's maybe underground and light is coming through some sort of metal cover or something, skyrim and oblivion have good examples of this.
For everyone else I think these are going great! I can't wait to see what happens next month!
AlexCatMasterSupreme : Good sir thanks for the kind words and also thank you for this challenges.
I was been a bit more negative with my scene since I wont be able to add everything I wanted for the scene , but is nice to read that there's been improvements on my work.
I ended up redoing almost every thing several times during month , no really I have like 4 versions of the walls and floors, mostly caused from fear of not been on par with the rest of you honestly a lot of the work posted here is fucking amazing, so yeah paranoia is bad, lesson learned.
About you critics of the roots and noise textures also the water , as Im typing this Im also working on fixing them , sadly I have less time that I wish I had today to finish the project but I will make the effort.
AlexCatMasterSupreme : Good sir thanks for the kind words and also thank you for this challenges.
I was been a bit more negative with my scene since I wont be able to add everything I wanted for the scene , but is nice to read that there's been improvements on my work.
I ended up redoing almost every thing several times during month , no really I have like 4 versions of the walls and floors, mostly caused from fear of not been on par with the rest of you honestly a lot of the work posted here is fucking amazing, so yeah paranoia is bad, lesson learned.
About you critics of the roots and noise textures also the water , as Im typing this Im also working on fixing them , sadly I have less time that I wish I had today to finish the project but I will make the effort.
Thanks for you time man.
What matters is that you see your work needing to be on par, setting standards for your work and knowing what you need to improve the most is always a good thing to do.
All that matters is that you keep at it and finish them, that alone is a great thing if you can consistently do it.
sadly I won't be able to show anything near a finished scene by the end of today, but I do plan on carrying this on until it is done. So much learnt from this challenge, and some amazing work on show here... polycount community truly has some incredible talent.
Anyway here's a screen of my steps, crits welcomed...
sadly I won't be able to show anything near a finished scene by the end of today, but I do plan on carrying this on until it is done. So much learnt from this challenge, and some amazing work on show here... polycount community truly has some incredible talent.
Anyway here's a screen of my steps, crits welcomed...
It's not bad but I would work on your presentation, that can make an asset look very nice if you put time into it.
I think I'll wrap this up at that.
I made the statue different from the concept cause I thought it wasn't that great in terms of its proportions,
but mine doesn't read well from a distance.
I don't have time to redo it though.
Wow, there is so much awesome work in this thread. Apparently I am a little more noob then I had originally thought. I didn't get as far as I had hoped this month, however I learned a lot (Mudbox and UDK to be exact) and this is the first piece that I have ever imported into a game engine. So here is what I have come up with. I tried a few different things and I know that some of the normal maps are off and I think that's due the way I manipulated the UV's to try to not have to much repeating. I think I can beat that next time.
Looks like 10 hour days and 6 days a week of work got the better of me :C Couldn't finish in time. But! I will wind up finishing this so that's a great plus for my portfolio. Everyone's projects look great! Grats!
Looks like 10 hour days and 6 days a week of work got the better of me :C Couldn't finish in time. But! I will wind up finishing this so that's a great plus for my portfolio. Everyone's projects look great! Grats!
Same, except I had time on the weekends but not enough time to start the statue models .
Here's how far I got with my attempt. Thanks AlexCatMasterSupreme for putting this challenge on, seeing how other people tackle the different assets is really helpful.
Wow. All these progress shots and finished pieces are really beautiful! I'm still new to this website and things as a whole. Hopefully i'll be able to do one of these Noob Challenges eventually. :> So these are made purely on a game engine like UDK? Not Maya or 3Ds or anything?
I think I'll wrap this up at that.
I made the statue different from the concept cause I thought it wasn't that great in terms of its proportions,
but mine doesn't read well from a distance.
I don't have time to redo it though.
I can finally say that I think I have finished, woohoo, and all before the 31st of february Although I will probably end up tweaking it a bit more for my portfolio.
I have really enjoyed this challenge and can't wait to get cracking on the next one. Although I think I will have tomorrow off for a rest, haha.
Good luck for the rest of you guys still working on the scene, can't wait to see everyone's finished pieces.
I can finally say that I think I have finished, woohoo, and all before the 31st of february Although I will probably end up tweaking it a bit more for my portfolio.
I have really enjoyed this challenge and can't wait to get cracking on the next one. Although I think I will have tomorrow off for a rest, haha.
Good luck for the rest of you guys still working on the scene, can't wait to see everyone's finished pieces.
Still working on making a cleaned up version that is more modern... Got some better textures going finally as well as the zen garden underneath the glass, gotta make the stones, water, walls, roof, door and center piece still... When I list it like that it seems like a whole lot to do >.>
Still working on making a cleaned up version that is more modern... Got some better textures going finally as well as the zen garden underneath the glass, gotta make the stones, water, walls, roof, door and center piece still... When I list it like that it seems like a whole lot to do >.>
that's definitely an interesting take on the concept. Only thing that I will say is that it seems odd that the pillars would be sitting on top of glass. I would consider making them go through to the ground underneath, or having square stone slabs underneath rather than glass to make it more believable
that's definitely an interesting take on the concept. Only thing that I will say is that it seems odd that the pillars would be sitting on top of glass. I would consider making them go through to the ground underneath, or having square stone slabs underneath rather than glass to make it more believable
Hey thanks for the feedback! Yeah I agree, I had been pondering on what to do for that one, but I hadn't come up with anything
the concept of this challenge is great! i was watching the thread the whole month and now im finally replying:
pieru, i really like your assets for this scene. however, they don't really work well together, yet in my opinion. overall, the scene seems very noisy. especially the door looks as if it was covered in mud. you could also turn the normal strength on the door a little bit.
overall you have a lot of high and mid frequency noise on your textures. i think you could reduce that a bit and add some low frequency variation to the scene - possibly with nice vertex painting shader and decals.
i realy like your water, although i cannot quite make out what it really is i see. i cant really see if it is reflection of the pedestal in the middle, or simply the bottom half of it. if the water would distort the image a little bit by refraction (in case we see the bottom half) or some subtle ripples on the surface (in case we see the reflection) would make that mush better readable.
also, cant really see if the the uniform green area between the bigger leafs on the water are mossy stones or some kind of plant covering the whole water surface.
and, lastly, you have some kind of lighting error going on: the bottom of the pillar in the center of the last image does not receive any light, or, if it is in the shadow, does not cast a shadow of its own.
i like this scene already and i think it has potential to get even better.
The challenge was great - i didnt have the time to participate but i really like the shown progress of you guys!
I also think, the concept with the "challenge" perspective and some organic forms wasnt that total "noobish" at all - maybe just me
@ frmdbl - great work and more over great lightning!
@ Pieru: you were one of my favorites on this challenge and i really love to see you put a nice scene together.
I suscribe Walkonsky statement - and i think if you efford a few more hours, it`ll turn out very great. Id like to see more vertrex painting and some noise reduce. As walkonsky said, you can push this scene towards with a better light placement and tweaking. Maybe just me, but i think a dynamic light, like fire, would be really great! (If you dont want to stay 100% with the concept) - the concept shown lightning is also very interesting. For a "forgotten" temple more realistic if there is no fire - its up to you!
Also some leaf and green organic stuff would break the stoney scene a bit.
The "white" sky is something that put my point of view out of a realstic temple feeling to something unreal.
Please push it a bit more
Great work guys, i also know how hard it is to stay with a scene and dont give up.
Hopefully see ya in the next challenge
Hi !
Thanks for feedback, nevertheless, Like I said, it was a WIP, Ihave a loooot of things to do on it like vertex paint of course, but for make them, I need my second texture for blend, I haven't really worked on the lighting... my pillars do'nt touch the floor, my textures are not tweaked. For the moment I just plug on shader type (with one diffuse / one spec / one normal) on all my assets... no post process, no fog, no FX... maybe you see know why i said "a lot of things to do"?
The goal here was to place all element I have for the moment.
The pre ligthing was done just to test my UV2 for lightmaps (adnd I have some troubles on it... )
anw, thanks for crits even if they have no sense for the momeent, they could be helpful later
lol... Us geezers still plugging away at this xD Wont be participating in March's challenge since I still have way too much to finish for this scene.
@nbac Sweet rubble pile! Scene is looking a bit flat though, like normal maps are disabled?
@Pieru Coming together great man! Can't wait to see more from you.
To do:
Dirty up rug
Fix diff/spec on walls
Mesh paint actual moss and get rid of nasty painted-in moss
Lily Pads
Rubble
Statues
Light scene
Never finish aoiwdhweudghweyfgye
Wow, great stuff all around guys. I'm with Pieru, nbac, and sybrix on this one, I really like this challenge. I'm working on creating all the high poly content cuz I don't understand how to make the texture sheet from the models yet...
@R0gu3: I don't think they want to see updates from this challenge inside of the new thread. Just keep it all in one place...
Hi, it has been a long time and I know the challenge is over by now but since I continue to work on it (it took me some time to know exactly how I wanted to interpret this scene) and I hope I'll be able to integrate it or some of these assets to a portfolio. Plus for most of these tasks I needed to learn them almost from scratch, but it taught me so many things. If it's correct I'll keep on posting here.
Here are the columns I did for the temple
I still have a lot of ideas and improvement so I'll keep on posting my work here.
Ok, thought I'd at least show something (after opening my big, fat mouth). WIP so far; have to finish detailing all the sides. Final look/color palette I'm going for is on the left...
an update too.
with a lot of placeholders (statue and foliage)
if you change the height of the pile you can reuse it over and over without an obvious repetition
Replies
Got most of the remaining scene blocked in and unwrapped, or in other words, oh noes my 3ds are showing.
going to get the plants, roots, and rubble in place a bit last min.
Going to tone down the green on the walls like Arctic Furnace suggested, it's looking like radioactive slime lol, and need to fix my spec up a bit on my walls.
Definitely going to work on this more until it's done. Haven't worked on lighting at all yet.
Edit: Tiling is controlled by "texture coordinate" node, and you can do that Add thing with your diffuse,spec,and normal too. Good luck, and have fun!
-Sorry for my poor english
Rockguy, while you have a lot of things you could do better in this scene, you have really seemed to have grown as an artist over the past few months. It's cool to see and watch you finish these scenes. You could do a few things better but you seem to be catching on a lot, I love the atmosphere of the scene and the overall color composition is significantly better than your last scene. Keep it up. I would just work on trying to break up some of the tile and maybe tone down some of the saturation on the tiles just a tad. Make your water a tad more green, its hard to see. I would try and sculpt your roots and then add a tileable. Remember the more you add to it in terms of breaking up tiling and telling a consistent story the better. Also remove some of the tiles where the roots break through. Maybe some sort of extension of the hole in the roof so it looks like it's maybe underground and light is coming through some sort of metal cover or something, skyrim and oblivion have good examples of this.
For everyone else I think these are going great! I can't wait to see what happens next month!
I was been a bit more negative with my scene since I wont be able to add everything I wanted for the scene , but is nice to read that there's been improvements on my work.
I ended up redoing almost every thing several times during month , no really I have like 4 versions of the walls and floors, mostly caused from fear of not been on par with the rest of you honestly a lot of the work posted here is fucking amazing, so yeah paranoia is bad, lesson learned.
About you critics of the roots and noise textures also the water , as Im typing this Im also working on fixing them , sadly I have less time that I wish I had today to finish the project but I will make the effort.
Thanks for you time man.
What matters is that you see your work needing to be on par, setting standards for your work and knowing what you need to improve the most is always a good thing to do.
All that matters is that you keep at it and finish them, that alone is a great thing if you can consistently do it.
Anyway here's a screen of my steps, crits welcomed...
It's not bad but I would work on your presentation, that can make an asset look very nice if you put time into it.
I think I'll wrap this up at that.
I made the statue different from the concept cause I thought it wasn't that great in terms of its proportions,
but mine doesn't read well from a distance.
I don't have time to redo it though.
Here is my progress from tonight:
a close up on my door which I spent most of my time on tonight, and has been recoloured since:
I'm hoping to finish everything by the end of sunday.
So is the end of the month wich means I run out of time and also my schedule doesn't allow me to put more work on it, this how far I got.
Good experience with the challenge and everyone posted some amazing stuff , kinda jealous actually.
Thanks for everyone for the feedback and good luck all of you with your scene.
Note: I made model the broken walls for the roots but it doesn't seems to be visible for the renders, bummer.
http://1.bp.blogspot.com/-xE-vr_-w6nw/UTAjb9DZQ1I/AAAAAAAAAX8/AE1CoqE8GDw/s1600/week4.JPG
Same, except I had time on the weekends but not enough time to start the statue models .
there are some pretty good ones!
Beautiful work! I think a sky of some sort would wrap this up really beautifully and shouldn't take that long to ad!
I can finally say that I think I have finished, woohoo, and all before the 31st of february Although I will probably end up tweaking it a bit more for my portfolio.
I have really enjoyed this challenge and can't wait to get cracking on the next one. Although I think I will have tomorrow off for a rest, haha.
Good luck for the rest of you guys still working on the scene, can't wait to see everyone's finished pieces.
But but.. February ended on the 28th...
that's definitely an interesting take on the concept. Only thing that I will say is that it seems odd that the pillars would be sitting on top of glass. I would consider making them go through to the ground underneath, or having square stone slabs underneath rather than glass to make it more believable
I haven't finished my scene yet. anw, i still working on it.
You can view some WIP pics about my Mayan Room below
A lot of things to do....
pieru, i really like your assets for this scene. however, they don't really work well together, yet in my opinion. overall, the scene seems very noisy. especially the door looks as if it was covered in mud. you could also turn the normal strength on the door a little bit.
overall you have a lot of high and mid frequency noise on your textures. i think you could reduce that a bit and add some low frequency variation to the scene - possibly with nice vertex painting shader and decals.
i realy like your water, although i cannot quite make out what it really is i see. i cant really see if it is reflection of the pedestal in the middle, or simply the bottom half of it. if the water would distort the image a little bit by refraction (in case we see the bottom half) or some subtle ripples on the surface (in case we see the reflection) would make that mush better readable.
also, cant really see if the the uniform green area between the bigger leafs on the water are mossy stones or some kind of plant covering the whole water surface.
and, lastly, you have some kind of lighting error going on: the bottom of the pillar in the center of the last image does not receive any light, or, if it is in the shadow, does not cast a shadow of its own.
i like this scene already and i think it has potential to get even better.
I also think, the concept with the "challenge" perspective and some organic forms wasnt that total "noobish" at all - maybe just me
@ frmdbl - great work and more over great lightning!
@ Pieru: you were one of my favorites on this challenge and i really love to see you put a nice scene together.
I suscribe Walkonsky statement - and i think if you efford a few more hours, it`ll turn out very great. Id like to see more vertrex painting and some noise reduce. As walkonsky said, you can push this scene towards with a better light placement and tweaking. Maybe just me, but i think a dynamic light, like fire, would be really great! (If you dont want to stay 100% with the concept) - the concept shown lightning is also very interesting. For a "forgotten" temple more realistic if there is no fire - its up to you!
Also some leaf and green organic stuff would break the stoney scene a bit.
The "white" sky is something that put my point of view out of a realstic temple feeling to something unreal.
Please push it a bit more
Great work guys, i also know how hard it is to stay with a scene and dont give up.
Hopefully see ya in the next challenge
Thanks for feedback, nevertheless, Like I said, it was a WIP, Ihave a loooot of things to do on it like vertex paint of course, but for make them, I need my second texture for blend, I haven't really worked on the lighting... my pillars do'nt touch the floor, my textures are not tweaked. For the moment I just plug on shader type (with one diffuse / one spec / one normal) on all my assets... no post process, no fog, no FX... maybe you see know why i said "a lot of things to do"?
The goal here was to place all element I have for the moment.
The pre ligthing was done just to test my UV2 for lightmaps (adnd I have some troubles on it... )
anw, thanks for crits even if they have no sense for the momeent, they could be helpful later
@nbac Sweet rubble pile! Scene is looking a bit flat though, like normal maps are disabled?
@Pieru Coming together great man! Can't wait to see more from you.
To do:
Dirty up rug
Fix diff/spec on walls
Mesh paint actual moss and get rid of nasty painted-in moss
Lily Pads
Rubble
Statues
Light scene
Never finish aoiwdhweudghweyfgye
@R0gu3: I don't think they want to see updates from this challenge inside of the new thread. Just keep it all in one place...
yeah there are no normal maps its just a grab from max viewport. diffuse maps and some default lights.
Here are the columns I did for the temple
I still have a lot of ideas and improvement so I'll keep on posting my work here.
rubble pile, so i did a quick tutorial
it is a pretty quick and semi automated process.
maybe it is useful to someone else
with a lot of placeholders (statue and foliage)
if you change the height of the pile you can reuse it over and over without an obvious repetition
Those textures are sexy Zarakun! How are you generating them?
Thanks for the tut nbac! I'll have to try that out sometime.