@Stranger
Thanks, I used marvelous designer , then used Zbrush to clean up and pick out folds i liked. @Dan Powell
Thanks!, yeah i noticed that to now on the box. should be a quick photoshop fix on normal
On the fire extinguisher I fix it soon couldn't really find a label image for that part.
All of your stuff has this really generic-looking, noisy grunge pass on everything. I'm a huge fan of grunge, but try to break it up a bit more, and avoid lots of high frequency areas. More big, solid patches are good sometimes, especially with this concept.
Otherwise, it's definitely coming along! Your assets look solid, props to you for trying things like marvelous.
Man this already looks amazing
The floor looks super and your assets are top notch, the materials look incredible. One of the best unity scenes I have seen.
I'm really enjoying the objects that you have in the scene now! Two things I see that are a bit off to me would be that the undersheet of the beds are really shiny (and even the top sheets a bit) and for how dirty you made the floor it is still really shiny as well. I see in the concept the floor is suuuuper reflective, but it is also clear of dust and almost an aluminum looking material. Yours has a bunch of grime spots and is still that high specular, so I'd say either tone down the spec or get rid of a bit of the dirt.
@BagelHero Thanks man!, the tv was fun to make @Kanga those are very kind words! thanks. I wasn't to happy with the floor. I made new one. @nickcomeau I didnt get a change to the the shinyness of the sheet yet but i wills! but i want to keep the undersheet kinda shiny to show silk.
also here's more updates. so i strayed a bit a way from the original concept but i think it works.
here is a old intercom telephone. hi and low rez. and image of current scene.
You're getting close, but your image is overly saturated and the lighting color doesn't match. I took your render into photoshop and added a basic violet color overlay and desaturated your image a bit. I think this is a little closer to the original. Models/textures look great!
...compared to the original
Looking at these two images, I like the concept floor tiles much better. Yours look like they belong in a basement or a dungeon. The concepts look much more like an abandoned post-modern science facility which I think is what you're going for.
@jhoythottle : hey! thanks for that overlay! it help a lot! here is an update i added my old floor and messed with the lights and saturation. oh and i updated the intercom to give some more character.
How did you make the dirt marks on the fire extinguisher? Were they hand painted or did you use photo images of grunge/dirt?
Ive been using substance painter for this, I have a base layer of paint. then i make a base layer of dirt over and put a mask on the dirt layer and paint in the areas i want the dirt layer via the mask.
Excellent progress! That Microphone in particular looks ace.
How did you go about modelling all of the circular indents in the microphone piece?
i basically used a spherized cube then made into a pill shape.
then change the topo to a diamond shape to get the hole pattern right.
after a bit of cleaning it up. I then nanomesh insert a cylinder by faces, then dymesh it out but subtracting.
really cool stuff dude, i really like that mic model you did. awesome props. Anyways, I think everything is just very saturated. Try putting it down with Post-Proc. Its just different hues just mish-mashing each other, its very distracting. I think the red light is way to overblown, the yellow light on the right should dominate the scene, basing it on the concept art also the fluorescent light ambiennce. Other than that, its actually really good. Take it with a grain of salt and Keep us posted
@ Kyle KR: thanks!
@ nastobi123: yeah i think you're right about the colors and saturation.
I redid the the post-pro and the light a bit.
@ Dave jr: I made all the texture using substance painter and designer
Looks good! 2 main crits would be the shiny spots on the floor a lil bit too shiny or too "splattery", and the wall on the left looks rather flat especially at the top where the bricks fade into the drips. We should still see the normal map of the bricks through the drips.
I am not fan of the brick texture on the left... is the normal map correct ? Perhaps flip the green channel for it in the texture pannel. The darker parts must be on top in the UE4 (Y: green channel) ...often you will have to flip it.
@macoll : thanks man, Yeah im not a fan for the brick wall right now. so i Re-did it! lol
Also I'm not sure anyone who would buy it if it was on the marketplace lol
Don't be shy man, the scene looks really great, some people would buy it for sure...make all modular and it would do the job...trust me on this one ๐
Replies
Looks like the label on the fire hydrant might be a little bit warped - is that just the perspective?
Also top-left corner of your Metal/Black chest looks like a bit of a weird edge?
Thanks, I used marvelous designer , then used Zbrush to clean up and pick out folds i liked.
@Dan Powell
Thanks!, yeah i noticed that to now on the box. should be a quick photoshop fix on normal
On the fire extinguisher I fix it soon couldn't really find a label image for that part.
Otherwise, it's definitely coming along! Your assets look solid, props to you for trying things like marvelous.
Totally man, I need to ease up the grunge passes lol.
I updated the texture and model.
anyways here is a new asset
hi and Low rez of TV set.
and redo of audio mixer
The floor looks super and your assets are top notch, the materials look incredible. One of the best unity scenes I have seen.
@Kanga those are very kind words! thanks. I wasn't to happy with the floor. I made new one.
@nickcomeau I didnt get a change to the the shinyness of the sheet yet but i wills! but i want to keep the undersheet kinda shiny to show silk.
here is a old intercom telephone. hi and low rez. and image of current scene.
...compared to the original
Looking at these two images, I like the concept floor tiles much better. Yours look like they belong in a basement or a dungeon. The concepts look much more like an abandoned post-modern science facility which I think is what you're going for.
In-Game
In-Game wirefame
Hi rez
Hi rez wireframe
Texture sheets
I redid the fire extinguisher
game Mesh
Game mesh wireFrame
hi REz
Hi rez Wireframe
Texture sheet
Here is an update on the scene
and current Level
I'm mostly using Maya, Substance painter and designer. oh and zbrush!
How did you go about modelling all of the circular indents in the microphone piece?
then change the topo to a diamond shape to get the hole pattern right.
after a bit of cleaning it up. I then nanomesh insert a cylinder by faces, then dymesh it out but subtracting.
-Gio
@ nastobi123: yeah i think you're right about the colors and saturation.
I redid the the post-pro and the light a bit.
@ Dave jr: I made all the texture using substance painter and designer
I am not fan of the brick texture on the left... is the normal map correct ? Perhaps flip the green channel for it in the texture pannel. The darker parts must be on top in the UE4 (Y: green channel) ...often you will have to flip it.
Sell it at the Epic MarketPlace
Also I'm not sure anyone who would buy it if it was on the marketplace lol