@Navi271 & Pixelpatron: Thank you @Logithx: I wanted to be able to paint unique detail across all of the concrete wall meshes and be able to swap out textures and masks using materialInstanceConstants and have full creativity even when painting small things like grime and grease. Plus it's fun to to make . @Boyo: Thanks! Although the walls are slightly subdivided (198 tris in total) to give me something to work with, most of the work is done through using blend masks to get a nice blend between texture A and texture B.
So today I've bin jamming and have done some work on the high poly for the next asset.
Unsure whether to take it into Zbrush and add some general dings and dents but this is where it's at for tonight. <insert bin pun here>
Just a bunch of broken cans and crisp packets inside to give it some more visual interest (which would also be taken into Zbrush). <insert bin pun here>
Spent today baking down the bin and starting some textures off. The bin textures/shader is still WIP and there's a couple of things I'll tweak at the end (mainly spec/gloss) but I've been tweaking forever on this thing and now I'm moving on.
Not a big update today but I've made some progress.
I attended Eurogamer this year (and had a great time) but unfortunately brought some crazy ass manflu back with me which is the reason I've been taking it easy the last couple of days as far as arting goes.
But while I was at Eurogamer I went to the jobs fair and met the lead artist at The Creative Assembly (Total War) and asked for some feedback on my environment. He talked about how it looked squished compared to the concept but everything else looked good...
So today I've been playing with the FOV and re-jigged some placement of the walls etc to match the concept closer. Also there's a new bin texture from last week.
this is coming along very nicely! Great job!
I was also at Eurogamer this year and it was brilliant.
I also spoke to Kev at creative assembly and I found his advice very useful indeed.
I'm glad that I am not the only one to immediately do what he suggested as soon as I got home
Keep up the good work! ^_^
Been working on texturing the ticket machine today. Still some adjustments to make (the finger prints are too strong for example) Let me know what you think.
@Javibcln: Thank you! It's coming along nicely. Got a few more props to do and then it's onto polishing @Stirls: I'm glad you think so. Thanks! I'm enjoying working on this. @teho: Thank you! The ticket machine is the first prop in the scene I've been able to add life to (fingerprints and such). More soon with vending machines, ticket machines and payphone
After spending last week celebrating my birthday and doing an art test for a potential employer I'm back . Spent today making a group of small props. Here's where it's at for tonight... Just normal and AO in Marmoset.
Textured the props shown in the previous post and lighting has been tweaked. I'm also in the middle of redoing the reflections for the curved metal pieces which is why they look a little different.
the desk is dope, like the texture contrast, but it is overall new compared to the inside worn texture, i think a little dust and scratches will bring it all together! keep roll
where do you render your assets? is it ddo preview?
@teho: Thanks for the feedback. I preview all my meshes in Marmoset @frozan: Thanks! Ill be posting more detailed breakdowns once the scene if finished with texture maps, triangle counts and stuff
I've added some subtle edge treatment to the wooden assets I've been working on recently.
Been trying to fix some issues I've been having with cubemaps in DX11. All sorted now and I've added some image based reflections to the scene for some eye candy.
The whole scene is coming along nicely! Really like the damage and texture on the dresser/draw unit. Can't wait to see the breakdowns, the TLOU poster is a nice touch!
I can't wait to see final shot.
Are you going to make the same composition like the concept?
How about changing the position of the box?
I think... the box is little distracting the whole composition. Because it is perfectly middle in the scene.
@MichaelElphick: Thanks! I decided to put that there for some slight irony and also because recreating the poster that's in the concept wasn't working out
@foredea: Thank you. I am trying to stick to the concept as close as seems necessary but I'm sure I'll be able to angle the camera slightly to achieve a happy medium between concept and a more pleasing composition.
@Jeff Parrott: Thanks for that link, Jeff. I read it already once you posted it on Twitter :P. Once I'm thinking about my final shots I'll be sure to keep those rules in mind. I also think having the silhouette of the guy in there will help with composition a little more. Will give the eye something to look at. I just don't add him for these WIP shots
The feedback I'm getting from you guys and everyone else here on Polycount is really helping me a lot. It's also strangely inspiring, so thank you again
Quick update today guys. Just whipped out this quick asset in the last couple of hours. It's the display case at the front of the scene. Had a bit of difficulty choosing what design to go with as it's pretty hard to read what's going on in the concept so I settled with the following
Normal and AO only. (As mentioned before the glass is coming soon)
Been getting the glass models into the scene tonight. They are still heavy wip and I plan on tweaking geometry to give them more depth, as well as swapping the UV's around on the second arrivals board.
I couldn't get DX11 image-based reflections working with the glass so I've settled for some subtle cubemap action. If anyone can help with getting IBR working with translucent material it'd be a huge help
Quick update. Just baked the subway sign down. Normal and AO only. Model comes in at 892 tris, that text was a bitch to reduce without making it look wonky :P
I'm back after a hectic couple of months. In the lead up to Christmas I was doing art tests and interviewing at various studios across the UK and I'm pleased to announce I accepted a position at Stainless Games working on the new Carmageddon. This meant relocating which is why I haven't been doing much art lately. Now that I'm all settled in I'm back working on the Subway
Down to business... Here's a high poly of the vending machine. The same model will be used with 2 different diffuse maps for the 2 vending machines at the back of the scene.
Replies
I honestly don't have any critique to give. I'm just impressed, haha.
I'm looking forward to your future updates.
Maybe i'm wrong, how did you managed it?
Anyway, cool work, keep it up!
@Logithx: I wanted to be able to paint unique detail across all of the concrete wall meshes and be able to swap out textures and masks using materialInstanceConstants and have full creativity even when painting small things like grime and grease. Plus it's fun to to make .
@Boyo: Thanks! Although the walls are slightly subdivided (198 tris in total) to give me something to work with, most of the work is done through using blend masks to get a nice blend between texture A and texture B.
Thanks!
- Added metal bollards w/ material shader
Been working on the chrome parts today. Tweaked the bollards and added the curved pieces above the walls.
The cubemap they're using is still super WIP, of course. Will capture a proper one when the scene finished
Thanks!
So today I've bin jamming and have done some work on the high poly for the next asset.
Unsure whether to take it into Zbrush and add some general dings and dents but this is where it's at for tonight. <insert bin pun here>
Just a bunch of broken cans and crisp packets inside to give it some more visual interest (which would also be taken into Zbrush). <insert bin pun here>
Thanks!
<insert bin pun here>
Spent today baking down the bin and starting some textures off. The bin textures/shader is still WIP and there's a couple of things I'll tweak at the end (mainly spec/gloss) but I've been tweaking forever on this thing and now I'm moving on.
Thanks.
Not a big update today but I've made some progress.
I attended Eurogamer this year (and had a great time) but unfortunately brought some crazy ass manflu back with me which is the reason I've been taking it easy the last couple of days as far as arting goes.
But while I was at Eurogamer I went to the jobs fair and met the lead artist at The Creative Assembly (Total War) and asked for some feedback on my environment. He talked about how it looked squished compared to the concept but everything else looked good...
So today I've been playing with the FOV and re-jigged some placement of the walls etc to match the concept closer. Also there's a new bin texture from last week.
Thanks.
I was also at Eurogamer this year and it was brilliant.
I also spoke to Kev at creative assembly and I found his advice very useful indeed.
I'm glad that I am not the only one to immediately do what he suggested as soon as I got home
Keep up the good work! ^_^
Yeah he was cool to talk to and obviously knew what he was talking about. I couldn't wait to get home to make the changes he suggested :P
So today I finished the high poly for the ticket machine
Thanks.
Thanks.
Thanks.
@Stirls: I'm glad you think so. Thanks! I'm enjoying working on this.
@teho: Thank you! The ticket machine is the first prop in the scene I've been able to add life to (fingerprints and such). More soon with vending machines, ticket machines and payphone
After spending last week celebrating my birthday and doing an art test for a potential employer I'm back . Spent today making a group of small props. Here's where it's at for tonight... Just normal and AO in Marmoset.
- Hanging spotlights
- Corner protector (for wall)
- Ventilation shaft
- Hanging metal plate (for ceiling)
Thanks.
Textured the props shown in the previous post and lighting has been tweaked. I'm also in the middle of redoing the reflections for the curved metal pieces which is why they look a little different.
Thanks.
PS. The glass will come later when I do the glass textures.
Thanks!
Thanks!
Here is the wooden cabinet texture. Again, the glass will come at a later time once the assets are done
Thanks!
Here's the high poly for the desk...
Thanks!
Thanks!
where do you render your assets? is it ddo preview?
@teho: Thanks for the feedback. I preview all my meshes in Marmoset
@frozan: Thanks! Ill be posting more detailed breakdowns once the scene if finished with texture maps, triangle counts and stuff
I've added some subtle edge treatment to the wooden assets I've been working on recently.
Thanks!
Here's where it's at...
Thanks!
Are you going to make the same composition like the concept?
How about changing the position of the box?
I think... the box is little distracting the whole composition. Because it is perfectly middle in the scene.
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/phil_straub_composition_tutorial
and try to frame the shots a bit more.
@Minos, rkwongwai & s1dK : Thanks!
@foredea: Thank you. I am trying to stick to the concept as close as seems necessary but I'm sure I'll be able to angle the camera slightly to achieve a happy medium between concept and a more pleasing composition.
@Jeff Parrott: Thanks for that link, Jeff. I read it already once you posted it on Twitter :P. Once I'm thinking about my final shots I'll be sure to keep those rules in mind. I also think having the silhouette of the guy in there will help with composition a little more. Will give the eye something to look at. I just don't add him for these WIP shots
The feedback I'm getting from you guys and everyone else here on Polycount is really helping me a lot. It's also strangely inspiring, so thank you again
Normal and AO only. (As mentioned before the glass is coming soon)
Thanks guys!
Thanks!
Been getting the glass models into the scene tonight. They are still heavy wip and I plan on tweaking geometry to give them more depth, as well as swapping the UV's around on the second arrivals board.
I couldn't get DX11 image-based reflections working with the glass so I've settled for some subtle cubemap action. If anyone can help with getting IBR working with translucent material it'd be a huge help
Thanks guys!
Thanks!
Thanks!
Keep up the great work!
Down to business... Here's a high poly of the vending machine. The same model will be used with 2 different diffuse maps for the 2 vending machines at the back of the scene.
Thanks!