@AlexCatMasterSupreme: There are actually 502 tris, these are just little props in the middle of the scene, do you think that I lose too much detail in my silhouet or something because of the low polyness? Where do you think that I need to tweak exactly?
I think you could add some alpha to the broom bristles. Depending on the look you want, you could go for a bunch of alpha planes to make it look bristly or keep it as it is now but with a bit more of a fringe at the bottom. Sorry to hear you lost your scene
felipealves you really have a special talent! How long did it take you to model that bus? also my suggestion would be to make the interior of the bus with the broken windows. Also the faces might not need to be filled in on those tail pipes unless you were planning something for it. I'm excited to see how you approach that little cliff, i love desert erosion.
@minorthreat: Thank you for the kind words! It took me one day to finish 100% of the modeling. About the broken window, I don't want to spend too much time on this kombi, maybe for another project I could try to make something like u said.
I'm really loving this man, great work so far... The general feel of this strongly reminds me of one of my old favourite cartoon shows "Courage The Cowardly Dog" haha... The only critique I have about the van is that maybe you should fade out the roof a little more... since weathering would eventually bleach out the top more than the bottom half of the white segment of the van. But great work, also kudos on the little things like the petrol flap hanging open, adds that little finesse to the model for me.
@AngryMindtricks: Thank you very much! Courage the Cowardly Dog was one of the first references that I searched before starting the project
About the roof, I've tried to make it darker using an overlay brush, but the result wasn't so good, than I just ignored it. But I'll definitely try to revise it, thanks for the feedback.
I'm back guys! After a lot of work I've finished my scene. I'm not totally happy with the result, but I'll call it done for now. I would really appreciate if you guys could give me some feedback and thoughts, so I can improve for my future projects. Thank you everyone for your time and help.
Bacana Have you tried lowering the ambient light and strengthening the sunlight? Might be worth a try. Tinting the shadows blue could add a bit of variation there!
Your props are so good, this deserves better for your final shots. I'd prefer to see these in a full scene, you wouldn't need much to get a full desert scene in most engines. Go for it.
@pixelpatron: You are not the only one who told me that. I think you are right! I'll revise my entire scene. I think that I was just too anxious to finish this scene for I start looking for a job!
Sometimes you may feel tired of working on something and kind of rush towards the end to be finished with it. Really nailing that last 10% can make the difference between a solid piece and an excellent one.
I agree with Bruno Afonseca and pixelpatron about the lighting and making a more complete scene out of this. It would be a shame to leave the really nice props on an underwhelming low poly plane.
Go for it!
It might be advantageous for you to sculpt some terrain around the environment instead of having it float in space. It shouldn't be too difficult honestly. Maybe some mesas, or just some simple hills really.
It might be advantageous for you to sculpt some terrain around the environment instead of having it float in space. It shouldn't be too difficult honestly. Maybe some mesas, or just some simple hills really.
Not a bad idea, but it could take some time to dial in.
Maybe, instead of sculpting terrain, you could just take the verts on the edge of the terrain geo you have and alpha them out 100% so you have a bit of a transition from terrain to skybox.
This is a really fun looking scene, nice job!
----annnnd edit
That's what I get for not reading everything.
If you are going to expand this scene to something a bit larger, giving some sculpted macro details to vista elements could be awesome.
Oh woah. As I was reading through this thread. I was going to suggest making the ground thicker or stretchign it out. It looks like you took care of that.
I'd agree with Mistry though. Right now, the rocks all feel a bit too large, both in scale of detail, and size.
At this point though, that's all nitpicking. Overall the scene really came together beautifully. Nice work!
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@AlexCatMasterSupreme: There are actually 502 tris, these are just little props in the middle of the scene, do you think that I lose too much detail in my silhouet or something because of the low polyness? Where do you think that I need to tweak exactly?
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@urgaffel: It was really sad, but now I'm almost reaching where I have stopped. I'll revise my broom btw.
Just finished the bathroom (936 tris):
I've also made a turntable:
ref
wire
About the roof, I've tried to make it darker using an overlay brush, but the result wasn't so good, than I just ignored it. But I'll definitely try to revise it, thanks for the feedback.
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For reason of lack of time, I will change a little my direction and make a small diorama still using UE4.
My next step is to finish a few props, and make some rocks and vegetation
Here are some assorted props:
After finishing my rocks and dry plants, I'll start to put the stuff together in the engine.
Now let's move to UE4 and finally finish this scene
No more talking, here are the final shots:
@VGuerreiro: Thanks man!
I agree with Bruno Afonseca and pixelpatron about the lighting and making a more complete scene out of this. It would be a shame to leave the really nice props on an underwhelming low poly plane.
Go for it!
Not a bad idea, but it could take some time to dial in.
Maybe, instead of sculpting terrain, you could just take the verts on the edge of the terrain geo you have and alpha them out 100% so you have a bit of a transition from terrain to skybox.
This is a really fun looking scene, nice job!
----annnnd edit
That's what I get for not reading everything.
If you are going to expand this scene to something a bit larger, giving some sculpted macro details to vista elements could be awesome.
Can't wait to see what you end up with.
the only major issue i see that's an easy fix would be to refine your vista elements.
the arrangement of assets on the horizon line. the scale of the rocks (large,med,size) these are some things that you can play with a bit more.
I'd agree with Mistry though. Right now, the rocks all feel a bit too large, both in scale of detail, and size.
At this point though, that's all nitpicking. Overall the scene really came together beautifully. Nice work!