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(WIP) Abandoned Stockholm Environment

Hi everyone,

As a long time lurker and admirer of the artwork on Polycount, today is the day I take the plunge and get involved myself. I am building my portfolio right now and would like to receive advice, tips, anything to help make this project the best it can be, and hey, who knows maybe make some contacts along the way. I am a game art student but aiming to be in a studio by the end of the year.

I recently moved to Stockholm and felt inspired to build the environment I see around me, but with a very run down/abondoned feel to it. Its based on different locations all mixed together, basically if I see a building in Stockholm I like, I stick it in the scene.

Right now I am about 50% into the project, I have a subway corner building yet to model, loads of generic modular apartments, foliage, debris, litter etc.

I am primarily using the project to learn and try out load of different programmes to try to pin down a work flow I feel comfortable with, so far I have been using Maya, Unreal, Photoshop and ZBrush. But will be experimenting with 3DCoat, Quixel and maybe Substance too.

Thanks for looking, I will try updating as and when I get more time to work more on the scene.:thumbup:

Replies

  • jason_sensation
  • jason_sensation
  • LMP
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    LMP polycounter lvl 13
    Nice work. You should try to incorporate some subtle macro grunge into your materials to help break up the tiling a little bit and give everything more a lived in feeling. The grunge I'm talking about is very subtle and really only needs to be a single gray scale texture. What you've got now is great, but some little things with the materials could really push it over the top.
  • jason_sensation
    Hello again everyone,

    I am updating my progress so far on my Abandoned Stockholm Environment.

    As you can see, there has been quite a change since my last post, I have been focusing on making it look more abandoned and ruined.

    I also have been busy building a shiny new portfolio because I am looking for work!
    CHECK IT OUT >>> www.artofturner.com

    Next phase is to add in some patchy grass, and build an underground station entrance on the other side of the street. Also does anyone know where a good tutorial is for making a moving fog/ground mist material in Unreal? I might do that this week too.

    As before, any improvements let me know

    J

    FOGY1G1.jpg
    GvkLZab.jpg
  • Gheromo
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    Gheromo polycounter lvl 11
    Shaping up nicely! I think building surfaces could do with some extra dirt over it to show it all has been abandoned + perhaps graffiti or something?
  • jason_sensation
    Yeah its a good point, I Have graffiti on the shop front down the road but haven't used it anywhere else. One reason was there is a lot of "visual noise" already in this environment, I didn't want to over do it. However in Stockholm, posters are used like graffiti, I've been thinking it might be cool to have a few as decals to place around. And yeah some more dirt might be nice, I'l do it cheers Gheromo
  • DanielR17
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    DanielR17 polycounter lvl 7
    Hi Jason,
    Very good scene. Just a thought: you have some saturated colors in there. Especially on the signs (blues, reds). You got to find a more balanced look regarding the colors.
    Other than that, you're right: don't over do it. There's enough stuff in the scene. Good job!
  • jason_sensation
    Hi Daniel, yeah your right, couldn't agree more! I actually went back and worked on the signage texture yesterday but I will go back to it today and desaturate it. Thanks! Same goes for the bike, thats something that has been left for too long.

    Took a look at your portfolio, Really nice man, love the design and your use of light :-)
  • DanielR17
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    DanielR17 polycounter lvl 7
    Thanks man! Good motivation booster. I'll follow your progress.
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