Intro
School is coming to a close and its time for my last school based portfolio piece. I wasnt sure where to start but it hit me to do a piece based on a character doodle I did at work.
I have a 10 week limit so lets get started.
Goals- · Quick pre-production
- · COMPLETE environment as envisioned
- · Creative design and framing
- · Prove that I can do environment art too
- · Create an excellent portfolio piece
Planning- · Thumbnails and concepts
- · Basic blockout ( to place architecture and props )
- · Refined blockout ( to refine prop placement )
- · Concept final composition
- · Lighting ( start rough, finish refined )
- · Utilize following workflow:
[FONT="]o [/FONT]Model each asset to completion
[FONT="]o [/FONT]Unwrap UVs
[FONT="]o [/FONT]Texture
[FONT="]o [/FONT]Place
[FONT="]o [/FONT]Repeat
- · Model environment
- · Model architecture
- · Model props
- · Correct and refine
- · Final render
- · Post mortem doc
Setting
The year is 2086 in Xian China, at an urban street. This particular year is meant to be the intersection of modern day China and the China of the future. We view the scene from across a street, looking over at an intersection at dusk.
Assets
Itd be a good idea to start big to complete the main scene and go small to fill it.
Main assets- Car
- Van
- Scooter
- Railing
- Street light
- Background buildings
Filler props- Standing signs
- Food stands
- Cheap tables and chairs
- Parking meter
- Vending machines
- Cones
Color
The scene will feature everything draped in the color of dusk, but will still have the harsh colors of vivid store lights.
Refs
References for china of today
Near futureNear future vehicle
Replies
Modeling starts tomorow
current prop progress all will be fully textured by the end of today
Especially small props, like folding ad board, road sign and similar things can be totally ignored at this point.
The painted walk ways on the street should also be either a decal or a single plane with an opacity-masked texture that goes on top of the road (essentially a decal), rather than having each strip being a model. I'd also check the scale of your roads and consider widening them a tad, it currently feels as if they may be too narrow for cars to drive through each lane and not smash into one another, although that may have to do with the feeling I'm getting from the scale of the gravel/road texture.
That said, I like where this is going and think it'll look awesome after enough time is put into it. Keep it up!
To help myself, here's a list of things to do to finish: (preferably in order)
-finish road decals
-finish traffic lights
-re-texture road
-XCM neon
-build street lights
-light in UnityPro
-model grey box items
-scooter -car
That just leaves:
-XCM neon
-build street lights
-adjust crack decals
-light in UnityPro
-model grey box items
-scooter -car
I learned an important lesson: keep checking on the student portal page to ensure the due date and time.
Your lighting is nearly entirely undefined. The texture resolution to texel density ratio is all over the place. Every model is basically the first pass model. In all, the scope of this project is FAR too large for where your current skill level is at. You could benefit more from doing a handful of things in no particular order:
- Step away from the computer and go outside.
- Buy a camera, or use a smart phone, go outside and take pictures, but not just any pictures... take "well composed" shots. Understand composition. Look at films like Drive, TV shows like Better Call Saul. Take the time to understand what drives composition. Look at some classical paintings, look at artwork from the renaissance.
- Draw from observation. Set up a still-life, draw the still life exactly how you see it.
- Paint from observation using actual paint. Start with acrylics, they are cheap and get the job done.
- Get a sketchbook while you're at it. Then fill it up.
- Once all of the aforementioned has happened; then you should head back in to your modeling program of choice and try to start modeling simple props from observation. Headphones, pencil sharpener, grenade, keyboard... not a CAR, not a TREE, not a FORKLIFT. Don't "observe" from a picture, observe by having the object right in front of you. If you cant hold it in your hand, you probably shouldn't be modeling it. When you feel confident with modeling, then learn how to properly make renders in any of the various 3D softwares that are out there. After you can render in software, then you can come back in to the game engines.
ALSO, forward this feedback on to your friend DanielR... I'm pretty sure he's sitting right next to you reading this because you guys posted from the same location and you have the same forum mannerisms and level of quality. Rather than comment on his thread and give him a bump, have him read your feedback, because it applies to him as well.