@Marshkin Thanks. Who knows, I might create a Making Of at the end There will be at least 5 different camera angle at the end and that would be one of them. Exactly, I thought about the the plane to add some story element to the scene. But, it won't work unless I change a lot of thing! I guess I have to think about something else
@defragger Thanks for the suggestion. I'm looking for a narrative element which could be anything and not necessarily a crash site
@Vincent3d Thanks man. You said it, it is a really simple setup:
One point light for the ceiling lamp (a warm yellowish color)
One point light in the basement (also a warm color but almost red)
Global illumination turned on (If it's not on as default, [I usually turn it off at start])
Post-process volumes to get my desired effects
Usually my lighting setup is simple. I mostly play with post process effects to get the look I want.
After 2 weeks, found some time to work on this. As always, my scene getting bigger and bigger as I progress further (at least the number of objects increase!) Which requires a lot of work Here's an update with a new camera angle (camera no. 5)
I don't like the new camera angle. I feel like it would make more sense to position the camera so it's facing the wall with the blinds on it (essentially the opposite of what you currently have) so that the visually appealing parts of the scene make it into the final composition. At the moment it's very hard to see the blinds on the right yet the wall on the left, which is completely blank, is in full view. That's all, I honestly think this scene is fantastic, just putting such a good scene with a composition that's not as good as good as it could be would be really disappointing. Just my 2 cents
You're cluttering of objects is fantastic, really nice job.
I would love to see the basement flooded a bit more, maybe to like a thigh/waist high level, really sell all that debris floating around in the water. You could take it a step further with some burst pipes to give a sense of story. It would also keep you from trying to figure out how to throw an entire plane in the basement, lol.
Great scene all around though, you really nailed the art of decay.
In love with this scene amazing stuff, how did you do the cracked walls so cleanly? Sorry if you've explained this already but I couldn't see anyone else ask
Lovely looking scene, the cracking wall paper models are really cool. I'd definitely ditch the plane idea, no need to over-do it, it's working as it is. +1 for a breakdown of some of your modelling techniques on the walls and ceiling.
When I started this project, I was going to do walls as lowpoly as possible (something around 400 polygons), but after some early tests, the results weren't as satisfying as I hoped (specially when the camera was close to walls!).
Since in this particular scene the walls are one of the main elements, I decided to increase the poly count to something around 30K.
I've made the initial models, using splines in 3DS Max, Extrude them and turned them to Editable Poly. I also took care of my UVs in this stage, before going any further.
I used Paint Deformation in Editable Poly to deform some parts and also add some bumps. This could be done in ZBrush, but I preferred 3DS Max for this one
The final poly count is around 25K (all walls together).
Final result with textures applied.
Creating the walls with splines was really time consuming, but at the end, satisfying result!
I know this is not a usual way to make walls and it sure can be optimized
further, but this is not a usual project and I'm not so concern to over-optimize everything
That a really creative way of using N-Gons to get a pretty damn good result, well done! I also just kind of assumed that it would be less of a hassle to just handle the deformation inside of Max as opposed to going through the trouble of exporting to ZBrush and then exporting it back to Max. Very useful!
Replies
There will be at least 5 different camera angle at the end and that would be one of them.
Exactly, I thought about the the plane to add some story element to the scene. But, it won't work unless I change a lot of thing!
I guess I have to think about something else
@defragger Thanks for the suggestion. I'm looking for a narrative element which could be anything and not necessarily a crash site
Any chance to see the wireframes? Keep it up!
You said it, it is a really simple setup:
- One point light for the ceiling lamp (a warm yellowish color)
- One point light in the basement (also a warm color but almost red)
- Global illumination turned on (If it's not on as default, [I usually turn it off at start])
- Post-process volumes to get my desired effects
Usually my lighting setup is simple. I mostly play with post process effects to get the look I want.After 2 weeks, found some time to work on this.
As always, my scene getting bigger and bigger as I progress further (at least the number of objects increase!) Which requires a lot of work
Here's an update with a new camera angle (camera no. 5)
Hope you like it.
C&C are welcome as always.
I would love to see the basement flooded a bit more, maybe to like a thigh/waist high level, really sell all that debris floating around in the water. You could take it a step further with some burst pipes to give a sense of story. It would also keep you from trying to figure out how to throw an entire plane in the basement, lol.
Great scene all around though, you really nailed the art of decay.
@Ootrick Thanks.
Here you go:
Probably last update before calling this done!
Here's the final version. Hope you like it.
I want to thank you all for your feedback and inputs.
Cheers
Camera 1
Camera 2
Camera 3
Camera 4
Camera 5
Camera 6