Hellooooo! Thought I'd just post it this in PP instead of sketchbooks (sketchbook section got crazy amount of viewers yo). I'm open to ideas, crits (regarding anything), massages and any kind of love.
I first planned this as a playable level, a circular TDM map with outdoor corridor type of style, however, at the moment OverDose is lacking a bit of game code, which makes play testing difficult (the programmer is kick ass btw). So rather than guessing what it will feel like playing this map, I thought I'd limit myself into a scene instead.
I need goals!- Finish my "first" map.
- Have fun.
You set me up!- A industrial dock, intended being a part of a oil refinery (was planning a larger site as backdrop, but its scrapped now).
- It's not abandoned, will have a some type of foliage though.
What's left to do- Everything :P
- Larger building in the back is structurally done, I need to break up some variations (vertex paint/decals are not there yet, really).
- Silo is basically done, Some minor detail model are missing.
- Nearby building is a place holder, but will probably use the same style as the bigger building
- Fillers are missing
- The entire bulk ship needs to be done . Will be made up using a variation of vertex paint tiled textures, decals, individual models, but mostly tiled textures.
- Fillers (Crates, boxes...hummus)
- Light models
- Ground will be vertex painted using several materials, but this has to be done last since everything needs to be in place before I start cutting and carving.
- Right "pier"...not sure what I'll do here yet, probably a metal gate and some fillers.
- And then a detail model pass (if its needed at that time).
Lighting- Main directional light is pretty much where I want it, but I'm lacking quite a lot here. I'll play around with some lights to bring the ship into focus.
So here is kind of the shot I'll be going for. Water is having the old lighting reflection. I'll probably play around with secondary shots.
Btw, I still dream of pedro in a pink dress...oh the nightmares
Replies
Looks good either way, just my suggestion, keep it up
Thanks! Some crits!
And you are very correct about the bricks. Dirt/vertex paint on bricks are planned!
Trims are wips, haven't figured what color I should use for them, so they won't become to contrasty and frame in the building to much. Or maybe they should be doing just that?
(btw, loved your floating mansion scene!)
Tried some decals and went on creating some air duct using some tiled textures I made for another pipe-set (!). Still needs plenty of break up variations for most of the stuff. I'll keep on testing some ways to break up without using to many individual assets.
Everything you see here is tiled textures, except pipe-fittings and the vent (quite obvious though, I guess).
Highlights on the airducts are from smoothing groups and not the texture itself. So many things to test, so much fun stuff to do .
First the small update
and a larger view of that area (there are more stuff behind the camera, but it's hidden in shadows atm).
Well not a huge update here, been doing alot of tinkering with the ivys. Had some issues with my export/convert/material scripts not behaving correctly, so reinstall was in place!
I'll be leaving the ivys alone for a while now to get back to the building instead, adding variations and decals, fixing up where its a bit messed up etc etc. Then move on the ground, and then fillers and then back to foliage I assume!
Fixed up the dock a bit and gave it a asphaltish texture. Quite empty atm though.
Sorry about the screen sizes, I'll go through these and reduce them to a more viewble/downloadble size!
Thanks to Stromberg for his keen eyes.
Door looks very clean ingame compared to actual texture, maybe cause of the ambient light? I'm outta mentos!
Don't know if I'll keep the vertical windows there, haven't decided how to lit that place yet. The catwalks on the big building needs to be adjusted and fixed so it matches this style.
And here's a better shot of the dock bit, deluxe empty version.
Other than that, I've managed to do two crates :P Talking to Stromberg, I realised I've never done crates before. Guess a man has to loose his crate-ginity some time. And just because I had a lot of time to waste, I made high poly planks.
Good times!
What I will do from now on is:
- add decals to building where it's currently missing it.
- Finish up the catwalks that are missing
- Add final detail map objects
- Touch up the ivy
- add grass around the edges here and there
- add darkned back drop buildings to break the sky gradient.
- ignore the god damn boat.
- See an end to this madnes.
Backdrop sexyness in form of big blocks is the new bloom.
Foreground elements and backdrop elements, some minor addon to the building here and there.
The layout from the view looking out at the water really reminds me of the Williamsburg map from Crysis 3.
Nice job on that ivy too
Added puddles, fixed up backdrop, lower front light volumetrics, added more ivy, wire(hardly seen), near camera pebbles, newspaper.
I'll add one or two uniqe props (small buoy and life saver...ring..thing), some freestyling ropes and some maybe something else that pops into my cramped brain.
Bouy doesn't really feel quite good there, but I've let it be so I can scratch my chin some more.
Some decals on the front building missing (again, damn exporter trolling my life), strange brightness issue on one of the ivy planes...yay!
But it's getting there, hopefully I'll bag this one up at the end of the week.
The UAV has a two alternative textures (medic version and military, rendered in Marmoset), I thought the military themed one seem a bit more appropiate to cover up, or something :P. Water puddles disappeared. That's what you get for using a 400 year old editor .
I'm going to use this as closure on this scene for now. I have to move on, change engine and have Pedro over for a fishy soup.
Looks really sweet! I wanna see more hardsurface stuff from you!
I will be dripping of oil when you do
SirSpangles: No script used for the pipes. They were made to fit the grid, straight sections of 64, 128 and 256 units, bent sections of 90 and 45 degrees. I did some custom parts where the grid failed me (or I failed the grid) but other than it's not very complex.
Unfortunatley I can't show any break downs since I lost most of the recent work on this scene on a SSD crash this summer . But I did manage to dig up a shot of the texture inside of max, a bit more visible :P.
The way I did the paneling on the texture made it easier to cut it into sections and still maintain the visual of welding...didn't show up that much in the end though .
The placement of the lights feels good in this shot because they lead the eye into and around the space a bit. Just my passing thoughts. The models and the props are looking great.
Also, you know the particle system is up and running right Would do some amazing things for a scene in your folio such as this.
Odium: Thanks for the compliment man. I tried to stay away from LUT just to, mostly cause I did not feel I could control it good enough. I think I did a small amount of color balancing post, nothing with a major impact though. Unfortunately, this scene is lost, so I can't got back and add particles . I'll see if I can find any of the textures/models prior to the crash and donate them to the SVN .
EDIT: Found a close up shot of the knife It's a classical Swedish Mora knife