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Dojo WIP!

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DweenieTodd polycounter lvl 3
Hi guys!

So i'd seen a concept image posted on another thread by another user, who i believe didn't complete the environment, or at least, didn't post a completed environment. I've been wanting to create a Dojo scene for a while and when collecting reference images, i stumbled across this one:

pQRPyLu.jpg

Immediately, this caught my eye, although i'm not sure if it can class as a 'Dojo' xD Could work as a Fantasy styled one perhaps!

Anyway, in previous projects, i was always advised to post a block out version of the scene before adding any detail etc, so i can correct these before going to far into the scene. Below are some images of my block out of the scene, give me your thoughts and any suggestions that should be taken into consideration before adding any detail and UV'ing the damn thing D:.

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I plan to add props such as Japanese signs, weapon racks (mainly containing Naginata Weapons), a gong and replace the braziers, as they're placeholders. Anything else is more than welcome for a suggestion!

Replies

  • Jarran
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    Jarran polycounter lvl 11
    there doesnt seem to be much open space in between the entrance and the stairs. try thinking of it in respect to how it'd be used in real life and the amount of space needed for sparring! keep going :)
  • Maxilator
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    Maxilator polycounter lvl 8
    Since you have not done the UVs yet, id say you're in for quite some work. Usually i do all the UVs before i duplicate parts, for example the pillars, doing the UV before would reduce the work time considerably.
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    Maxilator wrote: »
    Since you have not done the UVs yet, id say you're in for quite some work. Usually i do all the UVs before i duplicate parts, for example the pillars, doing the UV before would reduce the work time considerably.

    I've got to add some detail into the pillars before doing the UV's but yeah, i've made that mistake of not unwrapping anything to start with.
  • mhofever
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    mhofever polycounter lvl 9
    I've got to add some detail into the pillars before doing the UV's but yeah, i've made that mistake of not unwrapping anything to start with.

    Agreed, although for now you can just leave them as placeholders as it's good to get a blocking of the scene first then you can go back to one pillar and dupe it later when it's uv unwrapped so technically you're blocking it out at this point.
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    mhofever wrote: »
    Agreed, although for now you can just leave them as placeholders as it's good to get a blocking of the scene first then you can go back to one pillar and dupe it later when it's uv unwrapped so technically you're blocking it out at this point.

    Yep that's true and was always the intention, to duplicate a lot of the assets when i've created one i'm happy with a UV unwrapped it :)

    Seems that the only bad point of the blockout so far is the fact that the stairs down to the sparring/fighting area is too small. I will fix this later today after i've finished some Uni work!

    Any tips or suggestions perhaps, such as anything to look out for or any techniques to use when Modelling and particularly Texturing is more than welcome! :D
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    So i've been adding detail to the scene. I've not completely finished this area, still got the add the roof area and unwrap a few models, although a lot of the scene has no been UV unwrapped. There are images of the detail added so let me know what you think guys! I've also added an image/s with the checker sheet texture to show my UV's if you think they need more/less space for texturing.

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  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    Any problems or suggestions people can give me before i finish adding all the detail to the scene?
  • Novian
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    Novian polycounter lvl 12
    If I am reading your temp UV textures correctly you have wildly varying and in some cases distorted UV shells. Try to maintain a common resolution across all objects. This will ensure that no object looks better or worse when next to any other, they will all be uniform, thus increasing the realism in the scene.
  • Myging
    I would suggest you to add a human-sized cube for scale. It might be just your screenshot, but the whole room feels a little too small and the celing too. It might still work as a family dojo. :)
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    Other than UV and Size issues, any others people can spot? Any details you think that could be better or perhaps the polycount so far is possible a bit too much?

    If possible, i'd like to tips on texturing and lighting. Considering i'll be starting this area soon, it's always been a weakness of mine. I seem to get the modelling correct but have trouble getting Texturing and Lighting correct :/

    Any information on these areas is helpful!
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    So i've been adding more detail and generally speaking, based of the reference image used, i've got whats needed done. Below are some images:

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    The cube reference is 178cm, so roughly 5ft 10. Unless people can think of any criticism from the images shown, i can start piecing this together in Unreal, which in turn will help you guys get a better feel and look for the Scene xD I can also start texturing assets, creating props and thinking of what to do for an outside aspect.

    I've added the roof structure, yet to finish the ceiling structure and added scrolls as props. These will have Japanese writing on them and i will add props such as a gong, the drum in the concept image, weapons, weapon racks and possibly crates and barrels.

    Another thing that's been crossing my mind however, is if i should scrap this scene and start a fresh, this time using traditional Dojo images? I'm a University student so i feel a nice Portfolio piece would be helpful, or should i perhaps keep plugging away at this scene and see what comes of it?
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    Any suggestions? ^^
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    So it's been a while since i last posted any updates. I've been rebuilding the scene in Unreal and started added some textures (still got to create the ceiling piece and consider an outside area.) There's still props etc i need to add but here's what I've got so far:

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    I'm aware of there being a sense of a 'Phantom Sunlight' but i've yet to tinker around with any lighting. It's looking more like a Temple than Dojo now xD but i plan to add gongs, weapon racks etc. Any feedback would be helpful!
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    Not updated in a while! Heres a screenshot of were i'm up too currently:

    6f4d412dac.png

    All feedback is welcomed :)
  • nickcomeau
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    nickcomeau polycounter lvl 4
    It's hard to tell what's going on in your scene because of the lighting. It's all pretty dark right now. The rocks on the floor are looking pretty nice right now though. Are you meaning for them to look wet?
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    nickcomeau wrote: »
    It's hard to tell what's going on in your scene because of the lighting. It's all pretty dark right now. The rocks on the floor are looking pretty nice right now though. Are you meaning for them to look wet?

    So i've got the lighting to look a little closer to the original concept image used for inspiration. I still need to work on texturing aspects, adding props etc. In terms of what it's mean't to be, it's a Dojo/Temple scene were a fight of sorts would go on. In terms of the floor, i'm not aiming for a wet floor, although the Spec map atm, is a little intense. Although, a wet floor idea is a nice idea!

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    I've not been able to sit down and work on the scene properly for a sustained period of time because of my University Dissertation DD:
  • mhofever
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    mhofever polycounter lvl 9
    Your scene might benefit from Unreal's Light Propagation/ dynamic lighting as it has improved quite a lot now since it's release. I think you can bump up the outside lighting a little more like in the concept, the concept has a well-lit room because of the outside lighting's affect on it, hence why dynamic lighting could help.

    I'd definitely put some focus on the lighting first before going any further because later when you judge the asset materials and how they react to that particular lighting.
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    So i'll be back working on this scene Thursday. My dissertation is due in Wednesday. Some questions:

    mhofever wrote: »
    Your scene might benefit from Unreal's Light Propagation/ dynamic lighting as it has improved quite a lot now since it's release. I think you can bump up the outside lighting a little more like in the concept, the concept has a well-lit room because of the outside lighting's affect on it, hence why dynamic lighting could help.

    I'd definitely put some focus on the lighting first before going any further because later when you judge the asset materials and how they react to that particular lighting.

    Lighting is a problematic aspect of my work, i could definitely benefit from tutorials, if you could point me in the direction off any? I feel if i can get my lighting to a high standard, the scene will instantly look more interesting.
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    So i've been working on the Scene a little bit more. I've added Lanterns, more along chinese lanterns as i felt this would be a unique and nice touch as well as added doors, but i'll continue to work on the doors.

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    I'm having a few issues though. I feel the lighting could still be much better but i'm unsure what else to do to the lighting of the scene. I know it's quite dark but i'm trying to maintain a moonlit style.

    Secondly, the door, i feel creating a mesh of a door knocker would be beneficial. My problem is, i'm not experienced with ornament sculpting. I have thorough knowledge of Maya and experience in Mudbox, but wouldn't understand how to tackle something like this.

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    The above reference is along the lines of what i'd like to create. Is there any forums or perhaps tutorials anyone knows of that could help with this little task?

    As always, any criticism is welcomed :)
  • skodone
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    skodone polycounter lvl 2
    hmm the lamps look a bit as if the paper of them itself would be glowing, not a light in them
    but i rly like how this comes along!
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    skodone wrote: »
    hmm the lamps look a bit as if the paper of them itself would be glowing, not a light in them
    but i rly like how this comes along!

    I've added a light into the Lamps but i could always lower the emissions of the lamps, they are awfully glowly and intense xD
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    Hi all!

    It's been a while since i've last updated. I'm nearing the end of this project and screenies of the scene can be seen below:

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    I'm open to all suggestions such as any problems people can spot in the scene and any improvements that could be made (extra props etc.) I plan to have this complete by Wednesday and ready to present at my degree showreel on Thursday.
  • ddoan88
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    ddoan88 polycounter lvl 7
    Good work so far! Here are is some feedback. I still feel like the scene is very dark compared to the concept. I'd try and get the lighting to match closer to your concept if possible. If you can get it closer I'd add in some god rays to enhance and fill up the space a bit more in the scene. In the concept there is also Mats on the floor which really helps break up the tiling floor texture you have going on right now. Hope this helps and I look forward to seeing the end result.
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    ddoan88 wrote: »
    Good work so far! Here are is some feedback. I still feel like the scene is very dark compared to the concept. I'd try and get the lighting to match closer to your concept if possible. If you can get it closer I'd add in some god rays to enhance and fill up the space a bit more in the scene. In the concept there is also Mats on the floor which really helps break up the tiling floor texture you have going on right now. Hope this helps and I look forward to seeing the end result.

    Thanks for the feedback, i appreciate it!

    My mats are stuck onto the floor texture and using a displacement map, as i felt this would make the mats look more 'natural' and give them a bit of a ruffled feel to them, although i do have a 3D model of a mat as well as a texture which can be used!

    The lighting, i'm trying my best to get more of a moonlit/twilight sunset feel although there is a seemingly big feel to get the lighting similar to that of the concept by many users.

    I will have a look into god rays! They must be... godly :D I'll stop.

    Thanks for the feedback anwyay!
  • DweenieTodd
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    So i've taken the advice of ddoan88 of adding in God Rays.

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    I've used the light shafts from the directional lights but as they will only emit light shafts dependent which way the directional light is pointing, i created and added my own light shafts, dependent on the angle the character is facing. These will fade in/out depending how far away the player is.

    I want to stick to the mood and lighting of the scene currently, rather than the concepts mood. I wanted to have my own setting to the scene and decided that a twilight/moonlit styled setting would be my preference, although i'm open to suggestions still in this area!

    Any other suggestions are welcome. I'm stumped for ideas and feel this could do with a little more added to it before i call it a day and move onto another project. Some extra eyes on the scene would do me the world of good!
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
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