A couple of people wanted to see my art test that I had done for Mythic recently, so I have finally gotten around to doing that.
I'm sure a number of you are also familiar with this test, so I don't think I have much to explain for it. I had seen some of the other tests that were submitted, so I wanted to make sure mine was as distincitvely different as I could, while still making sense.
Render
1600x1200 ~610KB
And then here are the flats. I made a set of glow flats for each of the window sections for night time illumination as well as a detail texture map for added in game detail. It's kind of hard to see the detail from a render, but it's in there. :P
1536x2048 ~650KB
There are a number of things I would have done differently, if I had the time/flexibility. You can see a number of areas where the textures are mostly repeated. I could have easily broken those down to 256 squares and had them tile like nobody's business. So instead of just completely duplicating each part, I went and added a little variety with stains, chips and cracks, n stuff. I also would have kept the class on as few pages as possible. That way I'd only need one glow texture page. Then again, I could have just modeled the glass in separately, and went from there. :S But that's behind me now.
I'm happy with it, but like most of my work, I can see plenty of things I would do differently. But that's what get's put into the next model I make, right? I'm just happy that they were impressed enough with it to give me a job under poops desk.
As always, if you want to comment on it, go for it. This won't get changed any, but it's always good to hear.
Also, for anyone that is interested, I made little renders of each save iteration from when I started till when I was done creating the mesh later that day.
Replies
i think with more color and variation, this would have a lot more life, and really let your details shine, rather than losing them in monochrome.
Pretty spiffing job :]
It's a great inspiration piece. Makes me want to push that much harder to improve my skills.
You're gonna need a scoop to work under Poop's desk, ya know.
/jzero
Moose- yes, it is very monochromatic. But then again, that was what I was shooting for. The other art tests that had been posted on polycount for this really went to far with the color variation, so I locked mine down to a smaller palette. I wanted to make sure mine looked as different as possible from the others I had seen. So, what I did instead was mess around with the tone. You can't see it as much in the render as the strong lighting hides it, but each progressive story is a darker tone than the one below. You can see the different tones in the texture sheets. I basically broke them down into light, middle and dark tones and then added different tones in areas I wanted to pop.
I agree with the colour variation comment, but as you said thats a style choice and one I can understand.
Great job Kman, congrats on the job!