finish basic block out just trying to get proportions and layout..im creating this piece as a portfolio piece and plan to present inside of cry engine.
thanks. its mixture of photos and alpha stencils.. some of the normals where creted using NDO2. which they aren't done i still need some bolts on the panels..
looks good so far from the materials. what i'd say on the current assets i that those lights on the floor could be more detailed and use a self-illumination mask (glow in diffuse alpha) and that the stain on those pipes look a bit repetitive.
Great start so far. Though be wary that some of your objects are not lining up with the concept. The position of the metal objects (not the pipes, and using the grate as a reference) seem to be too close to the camera. Though it depends on how close you want to stick to the concept.
Great start so far. Though be wary that some of your objects are not lining up with the concept. The position of the metal objects (not the pipes, and using the grate as a reference) seem to be too close to the camera. Though it depends on how close you want to stick to the concept.
thanks. I havent really begun to place everything in detail in terms of matching the concept..i just kind of roughly placed everything right now till i get the wall textures done and i can create the proper depth..also the FOV withing the engine viewport is incorrect when compare to concept.. but ill get to that at a later stage
thanks and I agree with the spec maps...i will be using a gloss map once i take into engine which should help with that material definition too,
Why not start putting these into CryEngine instead of showing them off in Marmoset? Don't get me wrong, I love Marmoset for presentation shots, but if these are going to eventually make their way into a different rendering envronment, why not just take out the middle man?
Why not start putting these into CryEngine instead of showing them off in Marmoset? Don't get me wrong, I love Marmoset for presentation shots, but if these are going to eventually make their way into a different rendering envronment, why not just take out the middle man?
Keep up the work with the updates!
well i guess that was just my workflow before i knew cryengine so it stuck i guess. I personally find it easier for myself to quickly light something and set up material to quickly show an update for crits as sometimes they are not finished models..and i find it a pain in the ass to export from maya to cry so having to to keep doing that if a i make a change in uv would suck in comparison to quickly exporting an obj and re-droping in marmoset.. but atlas it probably is a waste of valuable time having a middle man..I guess I got to work on having a more efficient work flow between maya, ps and cry so this isn't an issue. thanks for the input
starting placement of assets in cryengine..working on some lighting right now..and also setting correct fov to match concept and scale and placement.currently working on a pipe collection as fillers to get the scene nice and full.
i think the individual props are really good, but the overall scene composition needs work (well obviously, you are still blocking ) - in the last screenshot I think you should see if the door is high enough and if you can do anything to break up the ceiling a bit, as that seems to be the part theat would look the most bland in the final scene.
I don't know what this doesn't have much attention. I think that efreak is right but you're not that far it. So far it looks nice. Keep it up and then I can give you more crits. I would consider making a more open environment as well. Sure, a single path scifi hallway is cool, but inside a factory or something would be cooler. That's what I see when I look at it.
I don't know what this doesn't have much attention. I think that efreak is right but you're not that far it. So far it looks nice. Keep it up and then I can give you more crits. I would consider making a more open environment as well. Sure, a single path scifi hallway is cool, but inside a factory or something would be cooler. That's what I see when I look at it.
well thanks for the kind words..yeah i been trying to revamp my folio,,so im completely trashing my old one and working on some new stuff..i took a lot of time off in just trying to master my craft and i felt like i was finally ready to get back in the game..so i will be looking into going even bigger on my next project.
it has been a while since i posted..been busy with work and life..but things are back to full speed. and here is an update..getting close to that finish line..some textures are just at testing phase right now..like the hallway/ramp at the end..not really feeling that floor texture..too sci fi for this scene im thinking at this point
woha, it does look better already! i think you need to fill the space in the bottom right and that ceiling piece looks a bit out of place, but stick in there!
lighting wise, maybe have a really bright light at the end of that ramp that casts some nice shadows/constrast into the hallway!
yeah there is still another asset that goes on that bottome right.and still got place all the pipes..that top pieces does look hella weird..but its in the concept i just dont like how its looking in my scene...gave me a bad vibe since the minute i put in the scene lol..ill see how much can get done tomorrow..im ready to move on to the next project..
The source for the steam is unclear - it just sort of appears on either side of the corridor without an apparent cause.
The same is also true of the projected texture on the right side of the wall. It looks as though they are cast underneath the fans on the machine below the projected texture, but there doesn't appear to be a light source there.
ahhh good points i really appreciate that..i will try to make it more obvious on where exactly the steam is coming from. also its not a projected texture on right wall, thats actually shadow casting from a light inside the machine casting that shadow on wall..but i think light not being emitted from the side vents throws it off..so im thinking some light being emitted from side vents should fix that? we shall see. thanks again for crit
hey guys i think im fainlly done...what you guys think..any thought would be highly appreciated. I might go back and re tweak lighting before i post on my folio but this is pretty much it.
it looks like your assets are all pretty nice but i'm missing a really good lighting and maybe some more particle/decal based effects to take it from "cool corridor" to "fantastic story piece".
you got the technicallities all figured out now but now think about environmental story telling. some blood leading to the end of the corridor, a few lights defunctioning, an engine having burn marks on it, maybe an alien claw left some scratches somewhere - easy things to do with decals that will make your scene memorable
it looks like your assets are all pretty nice but i'm missing a really good lighting and maybe some more particle/decal based effects to take it from "cool corridor" to "fantastic story piece".
you got the technicallities all figured out now but now think about environmental story telling. some blood leading to the end of the corridor, a few lights defunctioning, an engine having burn marks on it, maybe an alien claw left some scratches somewhere - easy things to do with decals that will make your scene memorable
I see what you mean. I was so focused on the concept i kind of over looked this aspect of which you speak of that i think will really bring everything together and take it to the next level. like you said nothing a couple of decals cant fix..thanks for the input!!
Why not start putting these into CryEngine instead of showing them off in Marmoset? Don't get me wrong, I love Marmoset for presentation shots, but if these are going to eventually make their way into a different rendering envronment, why not just take out the middle man?
Keep up the work with the updates!
IDK about the OP but I usually just texture with Marmoset open to rapidly check my texture work. Its much faster to get the texture updated on the asset, and it uses a ton less ram/gpu power to use compared to UDK/Cryengine.
currently re-lighting the scene.giving it my own take on the scene with some nice atmospheric lighting and fml..i think its coming out sweet and i see what you guys where talking about..
POST COMING SOON!!
Replies
starting modeling and texturing..starting with this modular floor piece which is cut in 3 sections
keep it up
What technique do you implore to create the peeled paint on the edges?
just using a number of custom brushes but here is an awesome tutorial that you should check out; http://forums.cgsociety.org/showthread.php?f=46&t=373024
Thank you! I'm checking it out right now!
thanks. I havent really begun to place everything in detail in terms of matching the concept..i just kind of roughly placed everything right now till i get the wall textures done and i can create the proper depth..also the FOV withing the engine viewport is incorrect when compare to concept.. but ill get to that at a later stage
thanks and I agree with the spec maps...i will be using a gloss map once i take into engine which should help with that material definition too,
Why not start putting these into CryEngine instead of showing them off in Marmoset? Don't get me wrong, I love Marmoset for presentation shots, but if these are going to eventually make their way into a different rendering envronment, why not just take out the middle man?
Keep up the work with the updates!
well i guess that was just my workflow before i knew cryengine so it stuck i guess. I personally find it easier for myself to quickly light something and set up material to quickly show an update for crits as sometimes they are not finished models..and i find it a pain in the ass to export from maya to cry so having to to keep doing that if a i make a change in uv would suck in comparison to quickly exporting an obj and re-droping in marmoset.. but atlas it probably is a waste of valuable time having a middle man..I guess I got to work on having a more efficient work flow between maya, ps and cry so this isn't an issue. thanks for the input
well thanks for the kind words..yeah i been trying to revamp my folio,,so im completely trashing my old one and working on some new stuff..i took a lot of time off in just trying to master my craft and i felt like i was finally ready to get back in the game..so i will be looking into going even bigger on my next project.
lighting wise, maybe have a really bright light at the end of that ramp that casts some nice shadows/constrast into the hallway!
The same is also true of the projected texture on the right side of the wall. It looks as though they are cast underneath the fans on the machine below the projected texture, but there doesn't appear to be a light source there.
you got the technicallities all figured out now but now think about environmental story telling. some blood leading to the end of the corridor, a few lights defunctioning, an engine having burn marks on it, maybe an alien claw left some scratches somewhere - easy things to do with decals that will make your scene memorable
thank you for the kind words=)
I see what you mean. I was so focused on the concept i kind of over looked this aspect of which you speak of that i think will really bring everything together and take it to the next level. like you said nothing a couple of decals cant fix..thanks for the input!!
IDK about the OP but I usually just texture with Marmoset open to rapidly check my texture work. Its much faster to get the texture updated on the asset, and it uses a ton less ram/gpu power to use compared to UDK/Cryengine.
POST COMING SOON!!