Hi guys,
I saw this concept, which I think is called Acabus, and decided to start modelling it.
Think I will go for a slightly more Overwatchy rendering style, if I can get in that ballpark. For me, it seems very difficult to be so detailed, yet so subtle, so I want to attempt that.
Any comments and critique welcome
NEWEST:
This is my progress so far:
Concept:
https://www.artstation.com/artwork/XnwGa
Replies
I think you've done a good job so far putting this space together so far, the only thing that seems a bit different is your doorway seems a bit fatter width-wise than the concept.
Yes. Without them, I don't think the scale is sold well enough. So I will try to see what I can do
You're right! I'll get that fixed. Thanks for the feedback!
@nickcomeau made me think, and I might readjust the scale to more "normal" proportions, so I can also do something inside, looking a bit more game level-y perhaps.
I also pushed the statues forward like @Anchang-Style suggested. Thanks again for that!
Does anyone know why the textures get SO blown out in the sun?
Thanks, I forgot all about the exposure settings. Think I killed them, because I found them annoying switching around all the time
@Kid.in.the.Dark
Thanks fort he tip, Kid. Are you sure, though? I thought sRGB always had to be on for albedo, and always off for everything else.
Did I misunderstand something?
https://www.youtube.com/watch?v=cpuK6FGNNLY
There's some settings that Wesk tells you to go through when importing textures from SP.
However I'm pretty sure I've seen other artists in other tutorials say you need to turn sRGB off for Albedos, I'm really unsure myself now tbh but I'll be honest and say I trust Wesk's advice more haha
Thanks a lot!
@Kid.in.the.Dark
I havent heard about it, so if you trip over the info one day, please send it my way
A little update, mostly just for my own sake. Tons of lightmap errors, and I still need to tweak that ligh, so it doesnt make the pillars so "meh" in direct sunlight
Esspecially adding details on the bits above the door like in the concept can really help, also adding some little birdies and such on the last couple of steps.
Going to be cool!
Thanks a lot! Yeah I should get some basic char geo in there, to show scale. Although I want the scale to be a bit different than the one on the concept.
I agree, the door would really help. My trim sheet seems to be blown out, perhaps I have to make a unique model for this. Thanks for pointing it out
Keep it up though, it's looking great!
@Will Faucher
I'm very happy you are nit picking And you are absolutely right! I wrote a bit further up, that I am trying to
'scale down' my scene a bit, so I actually tripled the size of the stair steps, to make the level smaller.
I'm trying to go for something a bit more like a game level. And you are right, no matter what size I go for, it is not established, and I will try to get some size reference in there as soon as I figure out how to do it.
Thanks a lot for taking the time to feedback!