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WIP_Crime_Alley

polycounter lvl 11
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Grey_Rift polycounter lvl 11
Hey guys this is a project i'm working on at the moment it's supposed to be something like a typical maffia Crime Alley.

I made some moodboards to know what i really want frome this piece.

This is kind of the theme i'm going for classic Maffia theme the maine thing i wanted to get out of this was clich

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  • Grey_Rift
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    Grey_Rift polycounter lvl 11
    http://vimeo.com/82952936

    Here's Also a 360 of the Alley
  • Jaber
    Looks like you have quite the large amount of good references too go off of. Are you just modeling the alley or are you adding in the cars and other assets in your reference pics?
  • Grey_Rift
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    Grey_Rift polycounter lvl 11
    I will make a complete scene with a car with an arm hanging out of the trunk briefcase of floor with money everywhere. Some coke packages and excetra. I'm just gonna make like an alley where the deal went horrible wrong with as mutch maffia Elements as possible ^^
  • Grey_Rift
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    Grey_Rift polycounter lvl 11
    Upload For Today Unwrapped Some More Buildings Put Them in udk
    Still basic Texture First Wanna get all the buildings in the before i start texturing more
    Also Added Some Basic Lights to Check how the light react to the basic texture.
    Also added some little fog

    Here Are The Images:

    WIP_05.jpg



    WIP_04.jpg



    WIP_03.jpg



    WIP_02-1.jpg


    WIP_01-1.jpg
  • Stirls
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    Stirls polycounter lvl 8
    The bricks in these latest few images are really large. Tone them down, man. Have you considered allowing more colour variance in these images? Perhaps adding some grime to them?
  • GragGunslinger
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    GragGunslinger polycounter lvl 7
    The bricks are super big.

    and the windows feel weird. I think it's because they're so blank. Even just having a sihloette of some curtains, or maybe some boards covering them, or something just to break up that same blue pattern would do a lot for your scene. Your greybox looks great and I can't wait to see more !
  • Grey_Rift
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    Grey_Rift polycounter lvl 11
    Texture is still basic wil make different texture for all the buildings ^^
    i'm first unwrapping all the buildings and props before i start texturing

    @ GragGunslinger Curtains are really cool idea thx but i'll have to look into that on how to do it. I really don't know at the moment how that I would get it in there.
    And as for boarding up the hotel has a lot off boarded up windows but you can't really see it yet because of the basic texture
    But thank you for the feedback.


    @ Stirls the bricks shouldn't actually be on that mesh but I like this more than the udk standard texture the texture will completeley change. Right now The texture is indeed Boring. Still got a lott to do. I don't really understand what you mean with grime looked it up on google and just found images of kids with paint on their faces. But I think you mean I just should play some more with colour variation and saturation.
    Thank you for the comment
  • Fogbrain
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    Fogbrain polycounter lvl 5
    Check out Arkham City or Origins, that has crime alley in it hidden around the city. It's a great way to workout a layout for the blockout. Plus get an idea of how the developers did the area itself.

    Try to give it your own spin ofcourse.
  • Grey_Rift
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    Grey_Rift polycounter lvl 11
    Here's Another Update I worked A bit further on the modeling of the Alley I've Been slacking A bit latety postponing anothor update but here it is.

    WIP_09.jpg


    WIP_08.jpg

    And Here's Another Vid:


    https://vimeo.com/83806116

    @ Chillydog12345:
    You're probably right about the store but I only wanna do the Alley and the streets surrounding it. And make the focus be inside of the Alley this will mostly be done with lighting. I think a store will attract away the attention from where I want it to be.
    But Thank you for the comment

    @ Fogbrain:
    Thank you for the tip I played Arkham to look at the environment. And i actually noticed that the develepors have been lazy in Arkham. Never noticed it before in the streets you only got something like 5 or 6 props. They just placed them smart so it doesn't notice that hard. I'll try to do this more in my own scene.
    Thank you for the tip and Feedback
  • Grey_Rift
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    Grey_Rift polycounter lvl 11
    Here we are again with another update i've been doing a lott of work but this still is far from finished. I started playing with lights to create some mood. I also did the most of the textures. Not everything is in the scene. I will still ad more elements such as the Car, the streetsigns. There's still a lot of work but were getting there.


    Here's the update:

    WIP_18.jpg


    WIP_15.jpg



    WIP_13.jpg

    WIP_12.jpg

    WIP_11.jpg

    WIP_10.jpg


    WIP_16.jpg


    WIP_14.jpg

    WIP_13.jpg
  • JustGarry
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    JustGarry polycounter lvl 4
    I would brighten up the ambient moonlight as the scene is overall too dark to really see what's going on also soften the edges on the spotlights as they wouldn't have such a sharp edge. Looking good though, would be good to see it in an engine.
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