@PyrZern
thats really repeaty (ha... made a word...) and it doesn't really make any sense... the image and your question.
@JackM
I'd suggest making the bricks go horizontal instead of vertical... right now it just looks weird, at least to me. I think its mainly because when you see bricks laid out in a rectangular shape, they are normally laid horizontally. Or at least thats what I'm used to seeing.
And, I think I'm gonna do the prop only now my hard drive in my main work laptop (I only have laptops right now... sadly) died. so I won't be doing any environment's for a bit unlike planned I'll try to get something up tomorrow.
So!
Joining for the first time on this environment challenge,
Really looking forward on learning and experimenting with UDK and boosting my modeling/texturing skills.
I really like this concept. I'm working in UDK at the moment hopefully I'll be able to get UE4 before the end of the month but here's what I have so far.
Meh I failed but learnt a few things so it's not all bad..any crits so I can apply them next time?
I think this is all hand painted, so I will crit it as such, overall you have lots of blank space with colors that I am assuming are maybe highlights, but look like shading errors. I would try and have more surface detail as well as lighting to really make it pop and seem more realisticly handpainted. Like this
When you break it down you can see micro detail as well as painted light and uses less soft brushes to define shapes which is important. If you use very soft brushes when you paint it doesn't read too well most of the time, for the colors your model is more at a base colors level more than anything. I would keep going down levels of detail until you have a more polished texture.
Here is an image that describes more of what I'm saying, it's just like most processes in 3d, start big and work down. LINK
The color on the detail swirls could be more crisp and more detailed and maybe embedded in the rock as well as follow the reference better, the original pic has a lot more swirl, try maybe making it in photshop with the pen tool for some more uniform results and a closer representation of the shapes. Another thing you could do is have more detail as well.
Another thing that sticks out to keep in mind is that you have very little occlusion on your model which would help greatly to define the shapes and remove that flat shaded feel especially when you mix it with more lighting in your texture.
As for your forms and such, like most of the people I feel like people are not breaking the silhouette enough. Also the little guys stick out when in the concept they are pushed in like they are standing.
Here is what I mean. The top has nice breaks and the concept has them for the well also.
I hope my crit doesn't seem harsh but I am only trying to help:)
Firstly this isn't harsh in the slightest it's exactly the kind of critique I want.
Forgive me for taking noob to a whole new level but by occlusion do you mean an ambient map? I didn't even think of using the pen tool, I have so much to learn, I think I might try and modelling all of this again.
Thanks
I'm glad you don't mind I've just been told I'm too harsh sometimes haha. And yes, some ambient occlusion could add so much to your model.
Kinda like this.
Pretty happy with the texturing so far. Apparently the reason the bricks looked so strange was because I didn't have xnormal setup correctly for making proper normal maps for UE4. Got it all worked out and I think it looks a lot better.
I am fairly slow going with this project but I don't think it is necessarily a bad thing as this is all for the learning process.
However, just continuing to make progress on the high-res sculpt. I think I am going to fixate on the area in-between the two statues near the left. Then duplicate those bricks around and then adjust for repetitiveness.
@AlexCatMasterSupreme: Really nice and in-depth reply to LemonWatcher. Helped give me some tips and will keep in mind when I reach the diffuse part of the asset. @TLishman: Nice well! Curious as to how long it took you to get to that point in ZBrush? Also I would agree about the particles in Marmoset but nice that you have them in there! Also, if you can I would try breaking up the shape of the well a bit more and not have it so clean.
@TLishman: Nice well! Curious as to how long it took you to get to that point in ZBrush? Also I would agree about the particles in Marmoset but nice that you have them in there! Also, if you can I would try breaking up the shape of the well a bit more and not have it so clean.
Thanks! Yeah I ditched the particles for the UE4 shot. Took under an hour to get to that stage in ZBrush. (Its my main tool.)The wall is broken into four segments, two same at front, two same at back.
Been a bit busy and lazy last few days, and had some problems with figuring out ways of how UEG4 works, but i think i'm starting to understand it a bit better, so hopefully things will get a little faster from now on.
I haven't tried it or tested it, but I believe wet materials might reflect more light that what 0 metalness represents in UDK. Might want to try .2 metalness for those surfaces.
started sculpting the well. was trying to figure out how I wanted to do the bricks. decided to go with a row of rectangle bricks in the middle and a row of square bricks above and below it.
I'm not that great at sculpting, so we'll see how this goes ^_^ it'l be good practice I'm sure.
Did courtyard rock stones today but something looks off i cant get my fingers on. Will move on with other stuff anyway.
Was away for a while so was unable to reply :P
@Dave: i'll probably be using udk but using marmoset to test out pieces. UE4 is still really slow and buggy for me... and about steps i tell everyone i just eyeball it, still in blocking
@thefaruniverse: you're one is looking great too, really good progress :P
@ng.aniki: looks amazing already! the windows on the right look cracked though
Commador: I think there's too much light coming out from between the cracks in your courtyard stones. When you do your next pass on materials, you might look to rectify that.
So i've gotten to the point where I want to start adding in the plants around the statues and on the well cap. However I am not sure on how to properly approach it so it looks good, anyone have any thoughts?
you've got a little something showing on the inside of the well. dunno if you did it intentionally... but it doesn't look it. a.k.a. some of the sculpting of the swirl went through to the back.
Commador: I think there's too much light coming out from between the cracks in your courtyard stones. When you do your next pass on materials, you might look to rectify that.
Yeah, the reflectance for the cracks where water is supposed to sitting will need adjusted. I just did a quick pass. All the textures for now are just placeholders until I get all the mesh in the scene.
Speaking of which, I finished the roof tiles and made some wood supports. Those tiles were tricky little buggers.
So! Been working on it for the last couple of days, 5 days to be exact and here is a small update since I posted my blockout, Adding textures and normal maps one object at a time.
I am happy with the result I have so far, but most of the values need some tweeking.
Really like this concept so im'a give it a try and i've managed to book some time off from work so Ill actually have time to focus on it properly!
Current blockout... still plenty to go!
Just curious - what is your workflow for getting your Max cameras and such set up to match the concept perspective? That's a nifty trick I would love to learn.
Just curious - what is your workflow for getting your Max cameras and such set up to match the concept perspective? That's a nifty trick I would love to learn.
Its actually a really easy technique and as far as I know unique to 3DS Max. Using this tool you match the perspective lines to the concept you place as a environment background. Takes abit of playing with as obviously no concept is 100% perfect. When your happy just click create camera from view
Its actually a really easy technique and as far as I know unique to 3DS Max. Using this tool you match the perspective lines to the concept you place as a environment background. Takes abit of playing with as obviously no concept is 100% perfect. When your happy just click create camera from view
Replies
thats really repeaty (ha... made a word...) and it doesn't really make any sense... the image and your question.
@JackM
I'd suggest making the bricks go horizontal instead of vertical... right now it just looks weird, at least to me. I think its mainly because when you see bricks laid out in a rectangular shape, they are normally laid horizontally. Or at least thats what I'm used to seeing.
And, I think I'm gonna do the prop only now my hard drive in my main work laptop (I only have laptops right now... sadly) died. so I won't be doing any environment's for a bit unlike planned I'll try to get something up tomorrow.
Joining for the first time on this environment challenge,
Really looking forward on learning and experimenting with UDK and boosting my modeling/texturing skills.
Here is my first blockout.
Looking forward to all of your projects!
I think this is all hand painted, so I will crit it as such, overall you have lots of blank space with colors that I am assuming are maybe highlights, but look like shading errors. I would try and have more surface detail as well as lighting to really make it pop and seem more realisticly handpainted. Like this
When you break it down you can see micro detail as well as painted light and uses less soft brushes to define shapes which is important. If you use very soft brushes when you paint it doesn't read too well most of the time, for the colors your model is more at a base colors level more than anything. I would keep going down levels of detail until you have a more polished texture.
Here is an image that describes more of what I'm saying, it's just like most processes in 3d, start big and work down. LINK
The color on the detail swirls could be more crisp and more detailed and maybe embedded in the rock as well as follow the reference better, the original pic has a lot more swirl, try maybe making it in photshop with the pen tool for some more uniform results and a closer representation of the shapes. Another thing you could do is have more detail as well.
Another thing that sticks out to keep in mind is that you have very little occlusion on your model which would help greatly to define the shapes and remove that flat shaded feel especially when you mix it with more lighting in your texture.
As for your forms and such, like most of the people I feel like people are not breaking the silhouette enough. Also the little guys stick out when in the concept they are pushed in like they are standing.
Here is what I mean. The top has nice breaks and the concept has them for the well also.
I hope my crit doesn't seem harsh but I am only trying to help:)
I'm glad you don't mind I've just been told I'm too harsh sometimes haha. And yes, some ambient occlusion could add so much to your model.
Kinda like this.
However, just continuing to make progress on the high-res sculpt. I think I am going to fixate on the area in-between the two statues near the left. Then duplicate those bricks around and then adjust for repetitiveness.
@AlexCatMasterSupreme: Really nice and in-depth reply to LemonWatcher. Helped give me some tips and will keep in mind when I reach the diffuse part of the asset.
@TLishman: Nice well! Curious as to how long it took you to get to that point in ZBrush? Also I would agree about the particles in Marmoset but nice that you have them in there! Also, if you can I would try breaking up the shape of the well a bit more and not have it so clean.
Thanks! Yeah I ditched the particles for the UE4 shot. Took under an hour to get to that stage in ZBrush. (Its my main tool.)The wall is broken into four segments, two same at front, two same at back.
Tree has to be remade and i still have to work on filling up the side boxes but in quite happy of overall image
That wood is really shiny. If I were you I would try increasing the roughness.
Been a bit busy and lazy last few days, and had some problems with figuring out ways of how UEG4 works, but i think i'm starting to understand it a bit better, so hopefully things will get a little faster from now on.
Current blockout... still plenty to go!
I'd love to get a second opinion of the wood steps. It's following a rain, and I found this reference.
I'm not that great at sculpting, so we'll see how this goes ^_^ it'l be good practice I'm sure.
looks okay in marmo2
Did courtyard rock stones today but something looks off i cant get my fingers on. Will move on with other stuff anyway.
Was away for a while so was unable to reply :P
@Dave: i'll probably be using udk but using marmoset to test out pieces. UE4 is still really slow and buggy for me... and about steps i tell everyone i just eyeball it, still in blocking
@thefaruniverse: you're one is looking great too, really good progress :P
@ng.aniki: looks amazing already! the windows on the right look cracked though
Got some wood. Yep.
Yeah, the reflectance for the cracks where water is supposed to sitting will need adjusted. I just did a quick pass. All the textures for now are just placeholders until I get all the mesh in the scene.
Speaking of which, I finished the roof tiles and made some wood supports. Those tiles were tricky little buggers.
So! Been working on it for the last couple of days, 5 days to be exact and here is a small update since I posted my blockout, Adding textures and normal maps one object at a time.
I am happy with the result I have so far, but most of the values need some tweeking.
(Render in marmoset)
@AzzaMat: looking awesome as always!
Just curious - what is your workflow for getting your Max cameras and such set up to match the concept perspective? That's a nifty trick I would love to learn.
Its actually a really easy technique and as far as I know unique to 3DS Max. Using this tool you match the perspective lines to the concept you place as a environment background. Takes abit of playing with as obviously no concept is 100% perfect. When your happy just click create camera from view
https://www.youtube.com/watch?v=rswNzZoVLh8
3ds Max 2014? Looks like I'll have to upgrade... :P
A little progress from me aswell. Texturing still needs some work, but once i have all the pieces put together, i'll improve that too.