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Cannon Scene

polycounter lvl 11
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Alphavader polycounter lvl 11
---- LATEST ---

cannon_main.png



Hey Guys -

so here we go - build up a new folio scene,
wanted to improve my texturing and modeling skills and
make a little interesting scene.

(alsmost everything is PBR so far)

Here is my progress so far:

(plants are wips - also thinking about a barrel and torchlight)

Planning to fade out the water.
If i have enough energy - ill like to put the scene into UE4.

Crits are welcome ;)




Progress Shots:

screens2.png

screens1.png

screenshot007.png

screenshot023.png

screenshot059.png

Replies

  • Tobbo
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    Tobbo polycounter lvl 11
    It looks like it's coming together nicely. Keep it up! :)
  • Harbinger
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    Harbinger polycounter lvl 8
    I dig the chunkiness of the wood cannon mount, it'd be great to see some of that carried over to the stone so they don't look so pristine. You need some more cracks and chips on the edges, maybe some impacts from muskets firing back. The roughness value on the cannon's metal is a little too smooth I think, it almost looks oiled.
  • Mistry10
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    Mistry10 polycounter lvl 8
    Nice modeling.
    good set dressing.

    Texture need more love.
    IMO going for more realism would do the trick
    check out this image below.

    Your thoughts ?

    08731b095d5941a480d8f1ee8e6d2d3e.jpg
  • DWalker
    The rear wheel passes through the stone beneath, and two nearby bricks interpenetrate.

    The cannon balls could use some additional polygons.
  • butt_sahib
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    butt_sahib polycounter lvl 11
    Hey man loving it right now.

    For such a small piece why not go in and sculpt alot of detail into the ground stones etc
  • Alphavader
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    Alphavader polycounter lvl 11
    Sorry guys - was very busy the last days and hadnt the time to show any progress.
    Thanks for your replys

    @ Tobbo: thanks i will ;)

    @ Harbinger: thanks for your hint - i added a detail normal map - looks alot better - what do you think ?

    @ Mistry10 - thanks dude, good tips - textures are still wip - ill add some decals on the next update. But i added some colorvariations and polished the texture a bit more

    @DWalker: thanks - fixed it

    @butt_sahib: the stones are sclupted in zbrush - but i baked the normal map wrong - fixed it now...

    here my updates:

    - ill add some more stuff soon ;)

    screenshot059.png

    screenshot060.png
  • iammalte
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    iammalte interpolator
    Hi Alphavader,

    I really like your scene, the water, all the little details & the lighting is pretty cool.

    One little detail seems a bit imperfect to me, the Palm texture. In my opinion its a little bit too dark and less detailed.

    I would come over with maybe a brighter, higher resolution and more defined texture like these.

    image.jpg

    However I like the idear and the style, keep on the nice work! :)
  • Alphavader
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    Alphavader polycounter lvl 11
    Oh yes one reply ;))

    Thanks man - absolutly right - the palms need more love,
    Maybe i combine it with a height map - to bump the details out!
  • JamesMeader
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    JamesMeader polycounter lvl 9
    The scene is coming together nicely. Like what iammalte said the palm texture is a bit weak. Other than that keep up the good work.
  • 3djester
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    3djester polycounter lvl 5
    Looks great! do you have some wires?
  • Alphavader
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    Alphavader polycounter lvl 11
    Thanks guys - i improved my scene and think iam calling it done now.
    Was a great experience - going more to pbr, also next time iam going for UDK or cryengine. Marmoset was so great - but at the end it has its limits (of course) ;)

    Let me know what you think:


    barrel.png


    cannon_main.png

    cannon7.png

    cannon5.png

    cannon4.png

    cannon3.png
  • JamesMeader
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    JamesMeader polycounter lvl 9
    Looks spot on pal. The fire is a nice touch. Well done.
  • gekigengar5
    Solid scene!Nice work man. I would say on your last Marmo 2 render the depth of field is a little too strong, the bluring is really heavy.
  • DWalker
    A sky blue gradient might work better as a background rather than the current dark gray.
  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    I don't know about this holding up as a FPS or 3rd person style asset with the player/camera getting up close to it. But as a next gen RTS asset?

    So awesome. It holds up really well at the pulled back shots you have. When you get closer the details aren't there in the textures or sculpt. Not knocking it. Cause this is great. Just avoid those super zoomed in shots when you're putting it in your folio.

    Nice job on this!
  • Alphavader
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    Alphavader polycounter lvl 11
    Thanks guys:

    @James: thanks ;)

    @gekigengar5: youre right, have to tone it down a bit

    @DWalker: Im not so good in Post-production - marmoset has it weaknesses if i try to render it out with transparency ( the water for example ) - i look into it - thanks.

    @Jeff Parrott - thanks, glad you like it! Actually the scene wasnt ment to be seen from very close distance. Just wanted to pimpt up my cannon and see where it goes - wanted to make it more interested instead of dropping a cannon "lonley" into my folio.
    But at the end - some assets could be polished a bit more and maybe going for a "real" engine would be the trick - marmoset is great but it reached its limits. Couldnt archive everything id like to do - especially particles and lightning.


    Also feels good to finished it up - time for a short rest and move on to my summer project in UE4

    Cheers
  • Crazy_pixel
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    Crazy_pixel interpolator
    Very nice idea, loving to watch the progress. The canon could have some ropes. keep it up! :thumbup:
  • Spoon
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    Spoon polycounter lvl 11
    Super cute! Although slight DOF overkill? :O
  • oxygencube
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    oxygencube polycounter lvl 8
    Looks pretty sweet! You definitely convey that setting well.

    Strong points: Colors, contrast, scene composition, canon, and barrel.
    Room for improvement: Texture work on the trees and some other assets. Objects penetrating the ground.

    Agree with Jeff about pulling the camera back for portfolio shots. Great work! Thanks for sharing.
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