Hey everyone what's crackin? Long time reader first time poster. Thought I would start a thread to show my progress and to get some feed back. I am working on a street for a chase scene for the fan made film http://www.facebook.com/cerebusfilm if you want to check it out. So if anyone has any feedback I am all ears
The only crit I have at this early stage is how in the third image the road goes down, leaving this big step, just doesn't look right design vise. Looking forward to see more ;]
The street will be rising through the whole scene, I am a little stumped as to how to apply the buildings and what not to a rising street so I was thinking of using a step like system that levels out at the highest point of the block, if that makes sense haha
Thanks for the feedback
I'll upload another picture with the next batch of stuff to try and show what I mean.
What are you references and your specific setting (location / time)? At the moment the street doesn't strike me as being particularly Middle-Eastern or Arabic.
I have googled many other images though, that is how I have modeled the balcony style objects and the doors as well as the compositions of the buildings.
Ill keep using this thread as it is for the same project, I had to build the interior of a shop, needing some feedback on it, it just doesn't feel right to me.
the models and the scenes look really good together, really nice
Why are you so cheap with the textures ? You make it look like 10 years old CG like that. The lighting is nice, the composition is nice, the assets are perfectly fine, but the texturing kills it. Dont use such terrible low res, it feels part great and part playstaytion 2 game. Dont forget the edge highlights, theyre vital to texturing.
(Looking at furniture mainly) Dont just paste photo textures on stuff.
If you just take a glance at the picture, it looks really great, but if you take a normal look at it, it starts to look like a playstation 2 promotional shot.
Thanks for the feedback Shrike I will pass it on! I get what you mean though, they kind of look a bit muddy too.
What do you mean by edge Hi lights? I am still really new to texturing so that is why I passed it off. I'm doing a lot of tutes to get up to speed though.
You want to enhance the visual effect of edges by highlighting it with a lighter color.
Usually objects get wear on these places the most aswell
While highpoly modeling gives edges with round corners which reflect light by the form already, you still want to enhance the effect with your texture to avoid a fake look.
If you only have a lowpoly you really need to fake the edge highlights. Thats the main reason people bake
down highpolys to lowpolys, because sharp lowpoly edges just look fake.
Its essential and without it your textures will look wrong in general.
In miniature painting its called drybrushing and imo its the best term for it.
Here is one of the strongest I could find,
It dosnt look spectacular now on that image, but imagine without the lines, it would just be a blue mess without definition.
You usually paint the edge with a lighter color to visualize light, and then at some places you add wear, > scratches, dirt, rust and so on. For example your wood just needs a lighter brown at the edges on your diffuse.
Check some hand painted textures out, they live from drybrushing.
Also care where you paint it, inner edges which would be very difficult to touch usually dont have that, that is where ambient occlusion takes in.
I get what you are saying. I think some textures might do well with some roughing up but I am not too sure of the edging will work. The geometry is there so that it should be creating its own highlights. Are you able to maybe do a draw over of the scene for me if you have the time? We aren't going for a painted look.
Your geometry only generates highlights if you have high polys or lowpoly with baked normals. And in this scene you have lowpolys only it seems, or bad bakes with too sharp edges. Even if you had baked normals, edge highlighting is essential in texturing, realistic or handpainted.
The difference is how strong you do it and how much.
then there is dirt and wear and color variation missing
Replies
Thanks for the feedback
I'll upload another picture with the next batch of stuff to try and show what I mean.
I have googled many other images though, that is how I have modeled the balcony style objects and the doors as well as the compositions of the buildings.
Also have added a few things to the start of the street, not the biggest update. Stupid life getting in the way of my 3d
I won't be texturing this but when it does get textured I will be uploading for all to see.
The rest are here
http://imgur.com/a/LVS1r
[ame="http://www.youtube.com/watch?v=ATS2yGrh7B4"]Street fly through - YouTube[/ame]
Waiting for textures!
Modeling: John Eyre (Me)
Texturing: Lynne Mills
Lighting: John Chen
Here is are more sets I made after but forgot to update with.
As always would love feedback
Why are you so cheap with the textures ? You make it look like 10 years old CG like that. The lighting is nice, the composition is nice, the assets are perfectly fine, but the texturing kills it. Dont use such terrible low res, it feels part great and part playstaytion 2 game. Dont forget the edge highlights, theyre vital to texturing.
(Looking at furniture mainly) Dont just paste photo textures on stuff.
If you just take a glance at the picture, it looks really great, but if you take a normal look at it, it starts to look like a playstation 2 promotional shot.
What do you mean by edge Hi lights? I am still really new to texturing so that is why I passed it off. I'm doing a lot of tutes to get up to speed though.
Great work so far.
Can anyone go into more detail about Hilights and what Shrike was saying?
Usually objects get wear on these places the most aswell
While highpoly modeling gives edges with round corners which reflect light by the form already, you still want to enhance the effect with your texture to avoid a fake look.
If you only have a lowpoly you really need to fake the edge highlights. Thats the main reason people bake
down highpolys to lowpolys, because sharp lowpoly edges just look fake.
Its essential and without it your textures will look wrong in general.
In miniature painting its called drybrushing and imo its the best term for it.
Here is one of the strongest I could find,
It dosnt look spectacular now on that image, but imagine without the lines, it would just be a blue mess without definition.
You usually paint the edge with a lighter color to visualize light, and then at some places you add wear, > scratches, dirt, rust and so on. For example your wood just needs a lighter brown at the edges on your diffuse.
Check some hand painted textures out, they live from drybrushing.
Also care where you paint it, inner edges which would be very difficult to touch usually dont have that, that is where ambient occlusion takes in.
The difference is how strong you do it and how much.
then there is dirt and wear and color variation missing