Home 3D Art Showcase & Critiques

Environment watery grave

polycounter lvl 7
Offline / Send Message
Neelem polycounter lvl 7
Hey all I started working on my school project for an environment. I had to pick a piece of concept art and make it in maya I choose the art of the magic card Watery Grave

tumblrinlinemfm6pqt2d31.jpg

since I started with the blockout I cant seem to get the camera right though. I've been trying to search for help online but I couldn't find anything related to this problem.

blockout.jpg

my scene now looks like this does anyone know if there is a correct way to block-out the proportions from a piece of concept art like this one.

If someone could help me with this I would appreciate it

Replies

  • iniside
    Offline / Send Message
    iniside polycounter lvl 6
    You can start exactly like you started now, just bear in mind that it have zero real world usage.
    Best way to do it, is to paint out pieces and scale image near character to get an idea of scale.
    Or add character to your image, whichever you prefer, I personally scale image plan near character in 3d app.

    After that is just matter of modeling pieces (modules ?) and puting them togather. Is simple as that, but to get good results you will need many trial and error to get experience.
  • Xenier
    Offline / Send Message
    Xenier polycounter lvl 14
    don't forget, the original artist could have messed up their perspective. Just because it won't line up doesn't mean it's something you are doing wrong.
  • Neelem
    Offline / Send Message
    Neelem polycounter lvl 7
    Started working on this environment again after a long time have been learning alot while working on this project and have alot ahead of me.

    Progress shot in UDK so far.
    2r5qahe.jpg
    95vlad.png

    All assets/textures created based on sculpt which is new to me.
    Any crits or suggestions are welcome :)
  • TheWalkerGod
    Those bricks are a little to uniform in my opinion. Also I feel as if the tower looks too new, i was getting a more worn down feel from the concept.

    Under that blue sign you have weird shadowing.
  • Neelem
    Offline / Send Message
    Neelem polycounter lvl 7
    I tried multiple brick sizes but these seemed to be alright to me.
    The shadowing is a gap for where the doors will be made later on.

    Here is an update also tried to start a bit with environment and added new spiky pillar.
    Im going to change te stone arches on the side to a different style.

    Update:

    258ymiw.jpg
  • Neelem
    Offline / Send Message
    Neelem polycounter lvl 7
    remade the windows and the arch in on the side and some texture and environment improvements :)

    cpcn8.jpg

    At this point I have created most of the assets on separate texture maps.
    I wonder if anyone could tell me if the entire tower should share the same texture sheet and at which resolution it should have.
  • Neelem
    Offline / Send Message
    Neelem polycounter lvl 7
    An long due update on the environment. I like where it is going and will probably call it done soon.



    vobxit.jpg
    2ymf89e.jpg


    All feedback is welcome! :)
  • Littlenorwegians
    Offline / Send Message
    Littlenorwegians polycounter lvl 8
    Looks great! My advice would be to have some things to break up the pattern in certain areas. Some slight texture deviation or small prop.

    Also perhap some specularity for slight damp wetness?
  • Neelem
    Offline / Send Message
    Neelem polycounter lvl 7
    Yea the breaking up of the scene is something I have to work on. Kind of my first environment of this scale.

    I will also experiment with the wetness look
Sign In or Register to comment.