So last month I completed the first piece for my portfolio, in the abandoned theater (you can check it out
here)
But going to try and be a little bit neater and consolidate my work for the next two months into this one thread.
That being said, lets get started!
So I decided that, given where I feel my weaknesses are right now, I'd use this month to give myself a bit of a challenge. Being as how Lighting, and Materials, felt like they were my weaker points, I decided to pick a shot that would really stress those, while also testing my ability to model clean pieces both hard surface, and organic.
This piece has been something that the more I study, the more work I see I've gotten myself into, but I'm actually pretty excited to see what I can come up with with the deadlines I've got.
I have to have this entire shot modeled by Monday night.
Here's the blockout so far, before I go in and start optimizing the meshes for bad geo, and getting it ready for sculpting.
I'm looking forward to hearing any kind of feedback you guys have to offer as I go through this, and hoping to have a top notch piece to add to my portfolio come end of this month.
~John
Replies
Your stretched the whole mesh when i look at the door frame and its looks bad.
Dont say "its ready" and sculpt like hell with a incomplete or wrong template.
Like your theater scene you have major scaling issues and i dont know why. Do you import it in udk and make a "playtest"? How do you came to to this horrible scalings?
Maybe its better to gear down and tell us about your workflow and how do you "read" a concept or is it your Maya FoV total off and i looking wrong.
For me it looks like a 1:1 Copy from the Photo, imported into udk and "Hell its cramped i must it make bigger" Scaling in Maya to make the room bigger and the end result looks total wrong.
Go to your window and look to your window board. Use a folding ruler to look for the heigth. Make a Testmap with a window and use your favorite Fov (90 is standart ) and the measured heigth. Change the ingame windows so that you have the same feeling.
I'll go back and completely redo the blockout though, and take the tips you gave me and make it happen, as for how I get poor scaling, honestly some of it is over compensating and some of it is lack of practice, but I'm learning with each mistake and each piece of critique I get.
- Chilli, this isn't even remotely close to done, it's something I threw together to start getting feedback from my professor for tonights class, because I've got work today and didn't know how much more I'd be able to get done, but yea judging from what Cibo had to say I'm just going to start from square one and try to get something a bit better up tonight.
As for my workflow, I grab an image, look for reference, Block it out in Maya, import into UDK, do a playtest, scale it back in maya using my grid to set scale. Right now I'm working in a grid that one Grid = 1ft in UDK, I know that the average person is something like 6ft tall in udk, but plays like they're about 7-8ft tall when it comes to the camera positioning (mistake I learned in my earlier sci-level, played fine in 3rd person but first person it felt super cramped in terms of scaling) So I build my scaling a bit bigger to compensate for it all
Again I definitely thanks for the honesty and the help, I just found out my work got cancelled today because of no power, which means I have a lot more time to get something solid put up for first session tonight with the instructor. Hopefully next image I post will be a lot better .
~john