i used a mixture of hand made textures and procedurals. no photos were used. here's the wood:
i made it with a bunch of verticle strokes and the liquify thing. and some other stuff until it looked happy. then i made boards and desturated parts and overlayed blues to nutrulaize the red.
the base metal started as stretched clouds and blurred noise. then just kept screwing with filters and stuff until i got something i liked. used a contrasted and desaturated version for gloss and spec maps. masked different hues for rust and stamped drips in. i mix and blended procedural shaders until i got something decent. i used the metal textures to make the cement and just kept messing with it until it turned into cement.
i unwrapped the curved wood pieces and the other stuff was sloppy and quick uv maps.
in the most recent stuff, i dicked with lights for too long and played with render effects with in max. there is not advanced lighting in these. afterwards i took the final renders into photoshop and screened a blurred, high contrast version at 30% to get a sunlight glow. here are the most recent renders:
the texturing is really messy and wasteful but it looks good in some areas. it's a class assignment. i'm tired of it but i was able to learn a lot from it.
Replies
Really nice work, when do you graduate ?
r.
It's a shame for me that you post high work while I'm trying to pimp super low end stuff.
Cool stuff dude, ur kinda good I guess. ahahhhAHAHAHAH
$WIN$$$$
Also one thing I would do is try and add some wear and tear on the concorete areas namily by the walls around the front steps etc.
But apart from that great job man.
john
I think, though, that its the lack of overlays that makes it look 'too' clean overall - which takes away from the realism aspect of it.
My favourite part, if you can believe it, are the lamps at the top of the stairs on either side.
/jzero
I really like the idea, and the execution is almost there, but as a scene I think it is far too confusing. When I look at the renders I have no idea where I should be looking, and my eyes wander over the image without finding any main point of focus.
I cant help but get the feeling that you needed to hit the deadline and wanted to be finished with the assignment, because I think you are talented and have some impressive work, but this scene isn't as high quality as the other stuff we have seen you do.
I really like the style, and the modelling seems great, some very cool details in there ... the texturing doesn't quite do it for me though.
Great work, but I just know that you, of all people, can do better
Need to experiment a bit with having a few lights in there, at least a stronger main one and then 1-3 secondary lights, one week from below and such, just like skin underlights
Can give the main light a soft warm yellowish tint for a sun effect and the others a colder blue (typical hollywood, orange on one side of the face, blue on the other) or brownish for the underlight, whatever looks good.
i usually only have the main light, or max. 2 lights casting shadows or gets to busy. Proper specular and gloss adjustements wouldn't hurt either probably. Dunno if you still want to go through all that tho. The mesh itself looks cool.
Also, i'd use radiosity if you're not using it yet, hard to tell atm.
the lighting should be better. the texturing should be better. the modeling should also be better. b1ll should most definately be better $$$!!!$$$MADWIN!$$$!1one
the scene lacks focus, is confusing, and is rushed in areas. all very true in my mind. time is short however, i have two weeks to make a normal mapped low poly version and i have never touched normal maps.
i feel the weakest areas are the foreground and extreme background elements. i will try my best to fix this, i need to start making the low version very soon.
i look forward to move on from this project. when i get the time to work on another enviroment i would liket o have a clearer vision and arrange a more solid foundation before pushing so far into executing the modeling, texturing, and lighting. because i am without a clear conception of what i want, i feel as if i had lost my balance somewhere in the texturing and lighting process and can't start over due to my deadline.
thanks again fellow polycount humans. until again!
vrrrrr naaiiice
b1ll