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Hello Guys
Remember
this ?
I'm redoing an old scene I had, with the same graphic style a bit more details but still closer to a painting than something with a lot of detail.
For now I need to rework 3 textures on the 4 I have for this small environment.
Then a lot of polish, some level and brightness tweqk on the texture and element to give the depth. And in the end the inking.
Same job as the street.
I'm still doing this in CryEngine. This small environment may lead to another room. And if all is going well might get some gameplay, character and animation and become a game.
The room overall polycount is 10k, I know that I can drop it by probably half but as your are loading only one room at a time I assume it's fine. My main goal is too avoid to have a lowpoly look and have some nice shape to take the light.
I'm still using only a diffuse map, no normal and specular map and for the most part it's a unique unwrapping.
Next steps are :
- Color variations and brightness stroke in the ground and wall texture
- Color variations and brightness stroke in the small item
- Color variations and brightness stroke in the spoon with is a catapult
- Tweaking level and brightness on a element basis
- Inking
- Floating plane, Maybe not sure of the impact with a closer view
- Polish light
- Polish effect, post effect
- Polish the color distribution
- Polish texture, sharpen mainly
Replies
Im actually working on a game with a similar hand painted style, and something we realized is breaking up the the silhouette helped a lot with the paintery look, maybe something you could try out
It and a few more polygons but in our case it was really worth it, it works great simulating the inability to draw exaclty straight lines in analog media.
here is a quick example of what I mean, cant really show you anything for the actual project so a cube will have to do =P
in anycase, looks amazing, good job!
And also for the silhouette/breaking straight line purpose.
Cool I hope you'll have soon some teasing about our game
The one thing I'd caution you about is the overall scale/sizes of the small props and objects littering the scene in relation to one another. IE the plates in the sink seem tiny, the spoon super tiny, the book on the oven huge etc.
Now I understand that those may be desert plates compared to regular plates, and the book could be in fact that big but some more thought and clearer indication of what they are and how they are composed/placed could make the piece a lot more coherent.
Try and see what you can come up with in defining an object, especially with objects that have different sizes but are basically the same size visually (IE plates) Maybe a little bit of half eaten cake or frosting on one of the plates if it was dessert etc.
I'm currently unsure of the "story" behind the environment as to how the objects are placed. There appears to be some cleaning going on in the sink which is nice but then the milk is sort of just there. I'm not sure what's going on with the spoon and the small items next to it, and there's a random human organ container in the shelf. I also wouldn't place the large book right next to the cutting board on the oven, having them next to each other adds difficulty to quickly "reading" what they are, especially since they're the same size and overall shape.
Overall I'd say perhaps think more about how you're composing your objects and what they mean when they are next to each other and how they relate rather than just being next to each other for placement's sake.
IE, if someones just rummaging through things like a burglar make it absolutely apparent that things are knocked over and tossed about. If someone's in the process of making a cake batter have the recipe book open on the counter with the milk next to the pot and serving dishes lining up, etc..
Anyways my 2 cents All that said, I can't wait to see what you do to push it further!
I think you should decrease the darkness on the trash.
Thanks for the kind word
@Deathstick
I think it's where I have to explain a bit more what I have in mind with this room. That's true there is no story yet and it something I need to work on more.
For now props are placed in a way that math some sort of level design, this kitchen is actually a playground where you player will have to put your small army of guys (Clash of clans ways to play) and there is bots, the bad guys you have to fight with so you can or can't see them depending on the level you decide to go in the room, higher level, higher reward.
So I still have to fill up a bit the room to give it life, like the street, I'll pay attention to the scale of thing between them while making that and adjusting what I need to keep those path to go fight in the sink like an arena, take an archer or magician uphill on the book to have a protective place, I need to find anther way to go in the drawer also.
There is a lot of iteration to make on the level design, bringing life and story will be interesting>
Hope to get a lot of good advice like yours, Thanks.
I won't be able to work on this for a few day, no computer so well I might take longer to tweak everything but probqbly worth it.
I'll go for the modeling of news element, more story telling, life to the scene. Going for a untidy/Dirt looking.
Some more asset to come.
When I'm done with it I'll place old stuff on news texture so I can change their color and give them a more unique look, plate mainly
After that :
I'll try to go to the whole list within this week after job. I want to try having this done for Friday. Need to push a bit myself have been a bit too lazy lastly.
What I want to change because it's too big/intense black spot/part
Some are coming of smoothing and or custom normal. Some most of them are from texture.
Value right now.
Where I want to go with value.
Need to :
Work a bit more on some value Finish the 1st pass on the new objetcs texture Finish the color Finish the inking in the new and another texture. Work on the dirt of those 2 textures. Broken a bit all those linear shape
I'll come back to it for the last bit of work, the broken linear shape. And probably some tweak here and there based on feedback I might get.
the grayscale version looks great, I like it!
but the color version little bit off, despite exactly using same texture and same asset.
maybe because of the low saturation gradient shading,
I might go and do some sharpen for the cloudy effects of some part. But you are right I need to tone down the value of the metal surrounding of the stove and change a bit the dirt on the book.
The process is only using a diffuse so it's a lot of tweak to get things right.
I must say I tend to like more the grayscale version too but it's was the same with the street itself. Coming back to it later will probably help to spot some of the things that doesn't work so well in color.
great job!
any chanse you can make a video? I think it would be cool to see how it holds up in movement
And as you can see on one of the screen it's quiet small if you goes out of the main view.
It would be awesome if there was a normal map to this that was for the brush strokes. Giving everything some kind of 'oil painting texture' quality to it.
I have a greyscale version of the texture so I guess I can try with that and then polish it a bit with ndo.
Thanks