Hey guys,
This is my final year project the idea is to recreate a fairly iconic part of London in the 1850's the Tower Bridge when it was under construction and take inspiration from the film Sherlock Holmes, here is my progress so far, looking forward to hearing from you.
Follow the progress at
http://jamesrutterart.tumblr.com/
Though i will be keeping this thread updated as much as possible
And just the construction sites that i have started work on in zbrush
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great work. sub'd.
Cheers for the kind words guys, still got a long way to go and i'm planning on working into the tiling textures with some vertex painting asap..so much to do so little time :P its all in Cryengine 3
@vreza im not sure how to but as soon as i find out will do :P
And just some very quick marmoset renders
Im planning on replacing the loose bricks in the pic above as there just to low poly at the moment
This week i have created the modular housing set so far i have finished the shop and upper modular parts all i need to do now is finish the housing entrance and then i can create an entire street which will be good oh and fill in the windows and some closed signs.
In between finishing off the greyscale models and uvs i decided to rework the crates to something abit more timeline specific also the old ones just looked a bit dull.
I should have the modular set completed tommorrow and then i will be moving onto street assets some of which i already have blocked out such as news stands and signs you see outside of cafes i just havent got round to texturing them yet.
The light from the gas lamps should be more yellow, and should affect the color of the fog near the lamp.
The lighter brick building has some fairly obvious repeating details on the texture; the two areas of darker brick really stand out when viewed from a distance.
im going to be blaming the mis date on sleep deprivation :P though i just misinterpreted late 1800's and somehow had 1850 stuck in my head.
I changed the glow now to a a yellow and whacked up the diffuse on the emitting light so its more noticable yellow now however i cant seem to make it affect the fog if anyone knows please let me know i checked through the sdk guide thing for a good 3 hours while tweaking the fog and couldn't find a way.
I'm planning on revisiting that texture its horrid just want to put a lil bit more life in the scene and then im on it.
Aside from the above change i also added in a T-Junction at the end of the street to cut the scene off and then went about placing the modular building around the edge i should be getting another house to put in-between soon from a friend so that should help break up the repetitiveness. Other changes are that i replaced all the path well corrected it though i want to add some vertex painting to that at some point.
Still got a looooong way to go before im slightly happy
The cobblestones really should have a normal map; they seem quite flat. Also, consider making the street damp or wet to further the impression of a thick fog near the river.
just thought id post up where im at with the scene after this i will take a lil break from the scene as the hand in is on Tuesday also i really really want to have a go at building sci-fi ship i found a concept of never tried sci-fi so it should be fun and then ill come back and add a few extra bits here and there.
But just wanted to say thanks to everyone who posted feedback and support was a huge help
hope i did it some justice
p.s im very tired so i may have gone overboard on the orange not sure tho gunna try looking again once im more awake :P
Color grading / Time of day: Even though it is more realisitic at the moment, you may better approach the likings of people outside of the CG world with Blorange (lot's of dark blue and a few hints of orange from street lights etc.). It's what the most people remember from the most recent Sherlock Holmes movies and is easily associable with the dark times of England.
And to break up the odd sky, turn up the stars multiplier. Currently the illumination of the fog gives your assets an odd silhuoette when facing the sky, while the background is empty. Also add some clouds with a small self illuminating material. A moon also looks good and contributes greatly to the overall lighting of the scene.
Tone the overall brightness a little down, put more spotlights in (assign white circle on a black background as an alpha texture in the menu of the light) and highlicht the important areas, e.g. the text on the building, some parts of the background bridge. A higher SSAO value wouldn't hurt either. Currently the shadows are a little lights.
Then, something that only few people use for their scenes are: Particles and decals.
Set up some decals. Newspapers, dirt, wood splinters, manholes hay and food rests. You can also easily set them up as a POM texture. Gret to break up the tiling of the street and sidewalk.
Set up some particles like a ground fog, which may come up from manholes. Particle fog looks good and doesn't impact perfomance that much. Then, tone down the fog so it's mainly visible in the background and the overall density of it, to show of the assets a little better.
Assets/Materials: The building's windows seem to be illuminated by a standard light in front of it. While that's not bad, a separate window material which illuminates itself looks better. In the material editor, there's a slider for glow, turn that one up a bit. Also turn up the specular and emissive sliders a bit to get some reflection in there. The light in the front can stay, CryEngine doesn't do too bad with many lights, also it illuminates the surrounding of the windows a bit.
If you need any further help with that, I'd be glad to help.
cheers for the feedback yer i plan to carry this on much further and thanks so much for all that crit ill get on it asap there have been a few changes since the update above but this is what i handed in for the one from final submission still got till the 31st to add more polish which i plan to do.
[vv]66310381[/vv]
Im also planning on reworking quite a few of the camera angles as there all at the same sort of height and there isn't enough change to keep it interesting
Planning to add a little bit of rain fall fog to the floor just because after doing a paintover it seemed to add a little bit extra to the scene but nothing like before something much much more subtle.
The lighting overall seems too bright and sharp. Rain tends to cause light to become muted and diffuse; consider the following scene:
Notice also how the rain effectively causes a subtle fog effect on the distant objects, and that even close objects have become blurred.