I know this is a WIP but I had a few things that might help.
1) wires! I know you have some, and are probably going to put more. But I would recommend adding much more. Also make sure they arnt so perfectly the correct size, add loops , slack and kinks.
2) add random things on the wall. Again, I know this is WIP and probably coming, but bags, papers, clipboards, cameras, and such really help add to the chaos/cramped feel of the space station.
3) remember that space has no "up". Usually things in the iss have some sort of directionality to it, but dont be afraid to add a computer that is upside down, or sleeping areas on other walls. They utilized the space as best they can, and having things on the "ceiling" can help add to the feeling that you are in space.
4) fonts of signage. This is usually something to always keep in mind on any environment or sign. Now maybe I am wrong and the ISS is using some of those fonts, but in these images they seem a bit out of place. Especially the font used for the "storage" sign. I know its a bit nit picky, but you would be surprised how many people might notice.
5) poly count? this is up to you, but I feel that, even with current gen games, things like the round opening between modules could have a bit more polys to smooth it out.
I really hope that helps! its looking really cool, I will be keeping an eye on it!
Thanks @malibubob means alot, yeah I do agree with you, I will be adding more bits and pieces like note boards and papers etc to make it more cramped. Thanks for the time and effort you put in giving feedback
I will probably post an update next week sometime with those said changes.
Thanks
hey! very cool! I actually worked on a similar environment for Call of Duty ghosts (along with many other artists).
I know this is a WIP but I had a few things that might help.
1) wires! I know you have some, and are probably going to put more. But I would recommend adding much more. Also make sure they arnt so perfectly the correct size, add loops , slack and kinks.
2) add random things on the wall. Again, I know this is WIP and probably coming, but bags, papers, clipboards, cameras, and such really help add to the chaos/cramped feel of the space station.
3) remember that space has no "up". Usually things in the iss have some sort of directionality to it, but dont be afraid to add a computer that is upside down, or sleeping areas on other walls. They utilized the space as best they can, and having things on the "ceiling" can help add to the feeling that you are in space.
4) fonts of signage. This is usually something to always keep in mind on any environment or sign. Now maybe I am wrong and the ISS is using some of those fonts, but in these images they seem a bit out of place. Especially the font used for the "storage" sign. I know its a bit nit picky, but you would be surprised how many people might notice.
5) poly count? this is up to you, but I feel that, even with current gen games, things like the round opening between modules could have a bit more polys to smooth it out.
I really hope that helps! its looking really cool, I will be keeping an eye on it!
I think both you guys have the similar problem of your backgrounds/grounds taking away the focal point of the prop. Try to create some more contrast between the two.
You're right about it, I need to put more focus on model presentation.
Most likely final shots of the monthly challenge based on a concept for the upcoming game "Routine".
I started a bit late, so I made 4 day challenge out of the monthly challenge
in a time filled with dragons and knights, one cannibal has managed to overpower and consume wizards and sorcerers time and time again. Each magical being consumed however changes him as magic is stored in his body unable to release it
Playing around with a Zbrush > World Machine > Cryengine workflow today and came up with this. Only took probably half a day to do all this. Not perfect but I definitely see the potential!
A new project I have been working on for a while. Dumbledore's lectern from Harry Potter, after I watched all of the movies in a row over the course of a few weeks, this lectern caught my eye. Still early days but;
Replies
Cross Thread: http://www.polycount.com/forum/showthread.php?t=126822
http://cghub.com/images/view/756514/
I know this is a WIP but I had a few things that might help.
1) wires! I know you have some, and are probably going to put more. But I would recommend adding much more. Also make sure they arnt so perfectly the correct size, add loops , slack and kinks.
2) add random things on the wall. Again, I know this is WIP and probably coming, but bags, papers, clipboards, cameras, and such really help add to the chaos/cramped feel of the space station.
3) remember that space has no "up". Usually things in the iss have some sort of directionality to it, but dont be afraid to add a computer that is upside down, or sleeping areas on other walls. They utilized the space as best they can, and having things on the "ceiling" can help add to the feeling that you are in space.
4) fonts of signage. This is usually something to always keep in mind on any environment or sign. Now maybe I am wrong and the ISS is using some of those fonts, but in these images they seem a bit out of place. Especially the font used for the "storage" sign. I know its a bit nit picky, but you would be surprised how many people might notice.
5) poly count? this is up to you, but I feel that, even with current gen games, things like the round opening between modules could have a bit more polys to smooth it out.
I really hope that helps! its looking really cool, I will be keeping an eye on it!
Happy Groundhog Day for everyone!
I will probably post an update next week sometime with those said changes.
Thanks
You're right about it, I need to put more focus on model presentation.
Damn that is nice!
Quick and crappy render. Its my take on the amazing "Guardian" concept by the equally amazing Net Holdeen. Taking forever, but learning a lot.
The making of : http://www.livestream.com/yaxxfr/video?clipId=pla_f43d1a0e-4b58-4e6d-b6e5-f91ca5c01a4f&utm_source=lslibrary&utm_medium=ui-thumb
I am not happy with this one.
I started a bit late, so I made 4 day challenge out of the monthly challenge
More sceenshots can be found here: http://www.polycount.com/forum/showthread.php?t=129559&page=13
Nice work!
im happy! your killing it man!
in a time filled with dragons and knights, one cannibal has managed to overpower and consume wizards and sorcerers time and time again. Each magical being consumed however changes him as magic is stored in his body unable to release it
I have to say that I absolutely love all of these creatures you've been doing, please continue!
Had a spare few hours between Day-Z addiction today. Dropship thingymajig.
OH Bunny!
Nice work everyone.
http://www.polycount.com/forum/showthread.php?p=2000837#post2000837
That's awesome! Especially the name tag. Brilliant.
Playing around with a Zbrush > World Machine > Cryengine workflow today and came up with this. Only took probably half a day to do all this. Not perfect but I definitely see the potential!
More shots here: http://imgur.com/gallery/PWhlw
Any critique is of course appreciated,
cheers!
Another asset or two going in still.
Here is the original concept art: http://gryphart.com/files-gryphartcom/Gryphart_Images/Portfolio/boat_corridor_A_Final_a_rsfrwb.jpg
CC always welcomed & appreciated.
Fast and small prop for my environment project.
Character / Anatomy Study, amazing start to 2014 in here.
[ame="http://www.youtube.com/watch?v=Sb24n8bnLxo"]Zbrush Basemesh in 2mins - YouTube[/ame]
Looks awesome! Do you plan to add that session to the archives? I'm sad I missed it!
Is there a way to activate backface culling in toolbag 2 ?