Hi there Polycounters, I just wanted properly introduce my self, my real name is Alvin Toribio ( serriffe ) and I've been a long time Polycount member for quite some time now. I've worked in the game industry as an environment artist for the total of 4 years and I found Polycount.com while I was still going to college.
I just wanted to say thank you to all the folks for posting all your great work here and thank you for inspiring me to get even better in my chosen path.
Well- lets get down to business-- I think it's time for me to take a dive like most folks here and start making my own section for all the projects I'll be doing in the future and now. As of now here's a couple of the projects I've done for my portfolio. My portfolio is a bit thin but I'm currently doing more work at this moment to help remedy that problem.
If you like to see more of my work, please visit at
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Replies
Here's my current project called " 703 Studios " basically the main purpose of this project is to build up an art asset for an urban theme environment. I would like for this project to be a large scale environment and modular. This is going to be a long term project and I'll be constantly adding new content in future. Here's what I got so far.
AlexCatMasterSupreme; hey thanks man, I try to master lighting if I can-
SamirDuran; thank you- to answer your question, the dimension of the court is rectangular right, so I decided to divide it in half into two perfect squares. Then I've chosen a base ground texture that tiles in all direction, after that, I divided the court layout pattern into two halves- each half goes into one of square that makes makes up the whole rectangular court.( the trick is lining the two square halves perfectly ) keep in mind that all of it is done in Photoshop then put together in Maya. The total map size for the rectangular court area is 2048X4096 but divided into two squares.
I think there are other ways of doing this- but I decided to try this route- cause I wanted the center court area to have a unique ground feature in my future modifications.
- updated images
-updated images
- Moved thel large Coca Cola sign from the 703 building to the back alley building
- Next step, more research
**IMAGES UPDATED**
implemented
- global lighting test ( sunset lighting )
- flag test; render and cloth simulation
- lantern shader test ( subsurface paper look )
- changed and testing lighting for jumbo LED display at the Basketball court area
list to do
- need more props at Basketball area ( looks empty )
- further refine back alley area and add more props ( Parking Garage entrance )
- need to add more props and begin first texture map pass at Restaurant & Bar area
- make prop sign " clock " on top of corner building near Jumbo LED display
** Upadated **
**IMAGES UPDATED**
implemented
- added true sky map and some more foliage
list to do
- add more specific foliage variations
- add more supporting ruin props- more rocks?!
- make variation palm tree texture ( starting to look repetitive )
- lighting still looks flat... need more work.
**IMAGES UPDATED**
implemented
- water shader, first pass
- sand transition from dry to wet, first pass
- change Palm texture ( still messing around with it )
list to do ( still stands )
- add more specific foliage variations
- add more supporting ruin props- more rocks?!
- make variation palm tree texture ( starting to look repetitive )
- lighting still looks flat... need more work.
problem
- encountered unexpected alpha transition using MIA_shader between Palm tree alpha map and water shader. weird sorting issue?
**IMAGES UPDATED**
implemented
- changed palm tree textures ( 2nd pass )
- changed small boat colors added more detail
- layered 2 Mia_shader transition from dry to wet sand using Alpha shape
- added bump on big rocks- Rocks still need work, temporary place holder for now.
list to do ( still stands )
- add more specific foliage variations
- add more supporting ruin props- more rocks?!
- make variation palm tree texture ( starting to look repetitive )
- lighting still looks flat... need more work.
problem
- encountered unexpected alpha transition using MIA_shader between Palm tree alpha map and water shader. weird sorting issue?
Solution: http://www.polycount.com/forum/showpost.php?p=1906666&postcount=8
Knald
Kodde CGfx shader for Maya
[SKETCHFAB]aa0ba4d9542b4b099f3da43312412918[/SKETCHFAB]
my first upload to Verold 3D viewer- I didn't use any of their lighting cause most of the light is already baked-in to the map. A bit more technical than Sketchfab but not that bad at all :]
uploading the same model in Sketchfab this time. You gonna have to excuse the palm tree's alpha. I'm currently having some trouble with it in at the moment. Just comparing it between Sketchfab and Verold :]
hopefully, I'll get more time finish this week?
wow- I missed this one, sorry about that and thank you
Could you post some of your modular pieces by themselves? (for the urban stuff)
Thanks
hey thanks!
implemented
- Gate and walls first pass ( you can't see it but it's back there )
- Pampas Grass first pass
- added small and big lanterns
list to do
- add more vegetation types
- change stairs look aged
- keep working on Pampas Grass ( doesn't look right still )
- rock wall needs refining
implemented
- first pass; 4 modular building types textured
- first pass; 2 ground types pavement and street textured
- first pass; 2 props textured and 1 added
- first pass on the sky panorama texture
- adjusted Mental ray camera exposure; F-stop Number to 10 from 20 ( more light )
things to do
- start doing first passes on all the shaders for props and buildings
- texture the remaining props ( don't add anymore props atm )
- continue to refine texture passes
- considering re-texturing Alfa Building ( first building )
- keep working on the lighting
Crit update
- thin out some tree leaves for sunlight to get through and for building visibility. Also, for good light patches on the street.
- add dirt and leaves fallout.
- puddle
- effects; steam from street ( early thoughts )
Oh wow- good call man, I like all your comments- specially having tin leaves so some sunlight will go through the pavement. Awesome- I'll take good note of it. Will do! and thank you for the great crits!
and here's what I got so far-- I got more stuff to do but it's shaping up pretty well- learning a lot of stuff
implemented
- added props; cables ( no textures ), added on touch screen module ( I think I should change it to orange ), heads up sign, light fixtures
- added outside box for lightmass leaks or bleeds
- points lights ( over head lights )
things to do
- add two more props ( rain coat set and locker )
- start 2nd passes on diffuse, specs, normal, emission maps detail in general
- stop messing with lighting, keep focus on other important things ( time consuming **render times**)
- keep working!
Real Times shots from Maya using CGfx Kodde Shader
Latest shot from Unreal Engine
oh hey thanks- yeah man- you are absolutely right, I always wanted to do a large vegetation type of environment. In terms of making the palm tress and supporting foliage I'm still working at it and I'm not happy how the trees turned out. I think the solution is to add more palm tree variations and do more passes for the palm tree texture and I think I need more different types of trees- to avoid that repetition and I really need to study vegetation references- I kinda breeze through it.
The only thing that's passable for me in this project is the temple and the water at the moment, everything else needs more time. thanks for the comment though- I appreciate it.
Welcome to the Monthly Noob Challenge October 2013 (12)!
implemented
- new material shading and design detail on Walls panels
- window material shading
- re-exported all assets with " Obey hard edges " on this time
- toned down lighting bounce
things to do
- refine material definitions in general
- still got two props to do; Locker,Raincoat set, and bench seat- still not settled for the color and style for it
- improve lighting maps- I'm starting to get some pixelation artifacts
( must do research on UDK lightmass )
- optimize level
- get some sleep.. then get back to work!
important things learned during production
- must follow UDK units no mater what, ( meters to UDK was a bit painful conversion )
- axmesh.mel always have " Obey Hard Edges " option on!
implemented
- level extended ( added lab room blue window )
- attempted to partition level by separating props and modules using UDK's Levels ( failed.. getting error player start spawn point)
- props added; locker, boxes, barrel hazmat, bench with plant, locker bench and added holographic keyboard on white touch screen display
things to do
- add paper props on ground
- maybe add thin tv display near locker area facing the window
- lighting- more cool and warm colors ( lighting starting to look muted )
- continue material definitions
- continue research on UDK's Level function
As far as your future material definition updates go, I think you're missing some reflections in a lot of the surfaces(glossy wood, on the floor, glass, etc.) Don't forget to mask the reflection with Fresnel on some of the surfaces so the reflection is more realistic. Variation in the reflection between the gray metal and yellow(painted?) metal would be a really nice touch too. Also, I think the gray squares in the floor panel could use a bit more depth/darkness. Is there a normal map?
Loving what you have so far. I've enjoyed the following this, just wanted to throw in my 2 cents for the next update.
thanks man! ooohh- yeah grey metal reflection, oh yeah I can imagine that- that's gonna look great. The floor square panels hmm it does look flat, I'll take care of that hopefully during the massive material update. It does have normal but I think it could be the angle of the camera? or just square patterns are not working.
Hey thanks for pointing out the reflection pass- I think I would've probably missed that entirely. Alright more research on UDK material reflections. btw I really like your take on your sci-fi project you did a while back- the one with the water underneath at the side- great job man.
Try this, it's a great little calculator to have
http://cgartistry.com/shop/jbudk-tools/
Thank you! Oh hey nice- It was fun figuring out the Math, but no so fun re-exporting all the assets - that was the painful part. XD but this tool could be handy in the future- thank you
implemented
- added real time reflection ( still need to figure how to make it blured for scattered type of reflection on surface- too reflective )
- added props; books, papers, blueprint, red liquid something on the floor
- increased sun lighting color
things to do
- Sleeeepppp......
I kind of think some faint distant fog in the hallway would help too, or a weak DoF. Keep it up though. Whether you go back to this or not, still looking forward to your next project. :thumbup:
I'm glad you like my sci-fi environment
Yeah- man you are right, it feels a unbalance compare to the window area. I was thinking of putting some Deus ex type of monitor screens hanging above - maybe two or three large hanging displays screens it might break it up a little? I was also thinking of adding some heavy duty wires outside the window but I already got a lot of wires already but I'll try it to see how it goes.
oh--- A touch of DOF and athmospheric -- great suggestions, I gotta jot that down, I tend to forget all the cool stuff
Yeah- your Sci-fi project has a lot of nice material definitions- well done. and thanks man-- I do my best to keep up with you folks here at Polycount
That's a good idea - I'm starting to see that wave pattern- I'll break it up a little- thanks Zac
Just making and adding an update list of things to do
- add overhead screens near the window
- try out adding heavy duty cables outside window
- research Deus Ex concept for idea for more props ( scene starting to feel empty )
- add DOF and athmospherics
- break up floor cable wave pattern
- crumple up all the paper on the ground ( looks too crisp )
Awesome stuff! May I just ask what game engine are you using here?
Howdy! and thank you Ser! The Corridor scene was done using Unreal Engine 3
implemented
- ported all assets from Unreal Engine to CryENGINE version 3.5.4
- added large display monitors
- expanded corridor level and added stairs corridor
- added Hazard chemical shelves at corner ( first pass )
things to do
- refine first pass stairs corridor area
- research problem; exporter issue when adding additional material on Maya Cryexport ( new shader doesn't show up in Sandbox )
Stairs Corridor; 2nd pass ( also a Deus Ex concept from Dumont )