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3 Wip Environments Need and Want feed back please

The first environment is a retrofitted train car turned into a small diner that no longer moves on railroad.


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2. The second Environment is inspired by The Terrible Old Man by HP Lovecraft
Some of the models were not done by me which are the trees and some of the rocks were not done by me either. I do not have Spec or normal maps implemented into this scene yet, also I still need to implement foliage.


Old%20Mansion%201.jpg


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3. The third piece is a garage of a man who loves putting together old cars. I do not have spec or normal maps implemented into this scene yet.


Garage1.jpeg


Garage2.jpeg


Garage3.jpeg


Garage4.jpeg


Garage5.jpeg



Here is all of my main pieces would love some feedback to make my pieces better. Thanks for your time!

Replies

  • Mr Significant
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    Mr Significant polycounter lvl 11
    For the first enviro you have terrible texture of the roof. (sorry for PRO english :D ). It's not matching there. And the knifes are levitating. You can spend more polys here and there: I can see very blocky shapes in few areas.

    For the second enviro: trees looking very non-natural. You have to look at the shapes of tree and try to follow that: branches going from the trunk at ~80 degree, it's wrong. Fence is very strange to me :D

    On the third enviro: you have to work on the material definition. It's look like old games like counter strike, without normal or spec, gloss. And the textures are poor.

    hmm, there is a lot of work. Can you specify what engine is this?
  • Auldbenkenobi
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    Auldbenkenobi polycounter lvl 11
    Out of all 3, your garage is my favourite but I agree with Significant, you need a lot of work on them all, especially your texturing. Perhaps it would be beneficial to focus on one rather than doing three all at once?
  • ant77man
    The train and the mansion Environments are both in udk and the garage is in maya. Mr Significant I agree pretty much everything you have said and I will continue to improve upon what I already have. Thanks for the feedback.
  • Inkalicious
    Yeah the textures are kinda bland. Also I think that in your traincar diner the floor's spec is too high giving it a plastic look to it. I agree with Significant on adding more polys to objects. Also I think your garage could use more props on the shelves and just around the floor. Also cluttering it up can help sell the look that its being used. Just a thought.
  • RMeeks
    Looks like you are improving Ant... Are these all class projects? Do you have personal work?
  • Deathstick
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    Deathstick polycounter lvl 7
    Yeah what everyone else has been saying. It looks like alot of those textures are just plain diffuse, I'd recommend creating some normals and speculars for them. You might want to look into ndo2 and crazybump if you haven't already for some quick map generation, then there's always the more "proper" way of creating high poly models and baking out the normals. I'd probably save that for the key pieces though since you seem to be tackling a lot at once.

    On the plus side your garage scene totally reminds me of Swat 3, god I miss that series :)

    Your modeling doesn't seem to be bad, just spend some more time on those textures and it'll pay off. One thing that particularly irks me though is the florescent light metal holder thing though, its way too low poly, especially compared to the car. Throw some bevels and edges on that thing! I'd say focus on making the level of details rather consistant, as it looks like you modeled each ring of the chain that holds it.

    If you're going to stick with a night theme for the mansion (looks rather haunted so I imagined it would fit best) be sure to throw in some other light sources to lite it (especially the house) properly, preferably warm to contrast with the cold night sky. You might also consider some more greenish/blue lite sources here and there as well to up the level of creepiness, although I wouldn't overdo it.
  • ant77man
    Raymond these are my personal/class projects. Deathstick, I stated above what I still plan on implementing, normal and spec I just did not have the time to implement them when I posted these screens. And thanks for the advice, I agree with the overhead lights. As for the Mansion the reason why there are different time of day is because when I get done with the environment it will be inside of a day and night cycle with real time shadows.
  • Cordero
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    Cordero polycounter
    From what I gather, your modeling is alright. What needs work is texturing, and lightning.
    What you should do is find a rendering software which suits your 3D program. I'm guessing you either use 3dsmax or Maya. For both of these programs you can find rendering plug-ins. For example Vray or Mentalray to name two of the most populars. Pick either one of those, and learn how to light a scene properly.

    You can do this by looking for tutorials for either vray or mentalray on youtube or 3dtotal.com. There are many great tutorials, from where you can learn the technical part of lighting in the 3D world.

    Once you have that down, you must take a look at how the real world looks like, what is interesting to the eye, and try to mimic those by using the knowledge you have from the tutorials.

    Along the way you must learn how to make proper materials behave like they do in the real world. For that you have advance materials for either vray or mentalray. You can learn what is what by tutorials once again.

    The trinity of modeling, materials, and lightning will give photoreal results once mastered, but that is not enough!

    Always train your eye to look for what is interesting, and why it interest you. If you can answer those two questions on an image you really like, then you can use the knowledge of the trinity from tutorials to make it happen in your own work.

    Always set goals for yourself artisticly first, then use the internet easily to find the mere tools which will help you to reach your goals.

    have fun ;)
  • Mr Significant
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    Mr Significant polycounter lvl 11
    For the rendering issue, as far as it's game art, you can't render it in Mental or Vray, you have to check CE 3/UDK/Unity.

    Also on 3dtotal are lot of good maybe not tutorials, but tip's for the lightning and texutring process. This is very good site.

    +1 ^^
  • ant77man
    Thanks for all the feedback really appreciate it all.
  • Elend
    On the first scene the texture on the roof and chairs don't wrap very well. It's very hard to see the definition of the glass on the alcohol shelves. Also, If you could show more detail on the appliances with emphasis on making it look like the doors can open that would be a huge improvement.

    The second scene looks good but some of the rocks in the background don't seem to blend very well into the scene and look out of place.

    The last scene would benefit from some grease or other black stains on the large tool boxes. If you had some large spill stain on the ground faded over time it would show that the garage has had some use. Finally the car color/texture needs some work because it looks too flat and reflective.
  • JacobRMooreArt
    I think that your counter tops in your train are incredibly reflective. I am sure someone probably said that. You just need to tone that down.

    In the garage, the textures are encountering some amount of stretching. It is very noticeable in the light fixtures. I think the car model is not bad at all, but I would love to see the uv unwrap. The textures read as just colors. Also, the resolution is either really low, or the UV's are not unwrapped to their fullest potential. I would also soften normals where you may like to see some softness.

    The outdoor environment was really neat to see the day and night cycle for. I think you did a great job with the sky. I would look more at Red Dead Redemption and what they've done for their sky. You're on the right track. However, I think your models need more love on the textures. Perhaps some normal maps would help the boulder in the front? Maybe a quick Mudbox sculpture would make that boulder pop.
  • ant77man
    Here is my updates stuff. First off for the mansion level i implemented my normal and spec maps. I am still working on my foliage for the ground. My train level i my normal and spec maps and tweaked some lighting. and lastly my Train level i tweaked textures and normal and spec maps as well.


    Mansion11.jpg

    Mansion10.jpg

    Mansion12.jpg

    Mansion13.jpg

    Garage7.jpeg

    Garage8.jpeg

    Garage6.jpg

    Garage9.jpeg

    Garage10.jpeg

    Train8.jpg

    Train7.jpg

    Train10.jpg

    Train11.jpg

    Train9.jpg

    And thanks for taking the time to look at my work. Have a good day!
  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    The textures need a lot of work on this. I would point you to texturing tutorials at:

    https://www.3dmotive.com/f101201

    and

    http://eat3d.com/udk_modular

    to start. Actually check out all the content related to texturing on those sites and the http://wiki.polycount.com/TexturingTutorials for texturing tips.

    The materials all read as the same material. You need to make those different. Once all that's in place I'd say the lighting needs to be refocused across the board. But small steps. Rework the textures on 1 scene then take that to the rest of the scenes.
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