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Sewer (Environment)

polycounter lvl 17
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Serp polycounter lvl 17
This is a sewer type level I made with an image of "The Witcher" game as a reference which is yet to be released.

finalrender37km.jpg



This is the scene I tried to recreate.

599vz.jpg

sewertextures1bd.jpg

wireframe14oo.jpg

wireframe25vq.jpg

Using the excellent Tinman tutorial I used a mental ray shader for the window glow but unfortunately it's not supported by mentalray or scanline and I haven't found a decent substitute.
emissivepic5gv.jpg

Replies

  • Showster
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    Showster polycounter lvl 18
    comparing the two, I'd suggest that you work some more grunge into your version, alter the lighting to get a more darker feel. At the moment your version looks much to clean and pale. I think you've got something that looks like church brick work at the moment but what you want is something a bit harsher.
    Decent start dude keep at it!!! cool.gif
  • Serp
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    Serp polycounter lvl 17
    Put in more shadow. It's only about 3/4 the way through texturing that I realised I should have used higher resolutions for the textures.

    sewerinshadow5oj.jpg
  • katzeimsack
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    katzeimsack polycounter lvl 18
    your shadow definatly needs more contrast!
    The origial sceen has some really dark and some really bright areas!
  • cholden
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    cholden polycounter lvl 18
    Looking pretty good, here are a few things versus the original scene:

    More depth in the textures (especially trim and bricks)
    Much grimier barrel, water texture, and more weathered/water damaged in general (lower trims)
    A lot more clutter, and some nasty cobwebs.
    Higher contrast lighting.

    The mesh for your light beams seems a little ridiculous. Extruding the window shape should be enough.

    I’m not sure if you’re using them, but put a specular map on everything. It’ll help your materials pop with a nice wetness.
  • vahl
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    vahl polycounter lvl 18
    you definitely need more backlights and more saturation in your textures, also try to use floating polygons/decals to add a lot of detail without losing texture space or having to make unique textures

    it seems your lighting is setup like one main light and an ambiant, which I don't think is going to give you enough contrast/depth, you may want to first light the scene with the main light only ( the one frim the window) then the light reflection from the ground, then from the ceiling then from the water, baking shadows from a vray render can help a lot too
  • Serp
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    Serp polycounter lvl 17
    Added some more props, increased the lighting contrast and a few other things.

    sewerfinal0dm.jpg
  • Joao Sapiro
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    Joao Sapiro sublime tool
    looking waaay better ! , try add some little plants among the floor plateS ( cant recal the names ) , we call it in portuguese "musgo" , would add more realism smile.gif
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    im guesing moss or grass.
  • noritsune
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    noritsune polycounter lvl 17
    agree that it's looking much much better than where you started from. right now the area that needs the most improvement is the transition between the wall and the floor. If you look at the scene from The Witcher, they have used dark values both in the texture and in the lighting to smooth the division between the wall and floor visually. You have the opposite effect happening, especially on the left side of the sewer, at the back.

    I would recommend finding a way to remove those super-bright highlights showing up on the wall's base trim and going back to the trim texture to maybe darken it down toward the base where it meets the floor. geometry-wise, and extra cut and extrusion right at the foot might not be a bad idea either, just to smooth it out a bit more.

    just a suggestion. looking seriously improved though.
  • Ryno
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    Ryno polycounter lvl 18
    Cobwebs! Check the lower left portion of the wall in the reference. Darken the ambient color of the water and mossify the bricks around the water and underneath it. I also agree with removing the bright trim at the base of the walls.

    Also, notice the irregularity in the height of the floor in the reference. I'd do something similar to break up all of the straight lines at the wall/floor junction. Doing this will really help the place in looking older and more worn. Straight wall/floor junctions just look way to pristine.

    You seem to be making very nice progress with this. Keep it up!
  • Wells
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    Wells polycounter lvl 18
    very cool. only problem I have is that its the cleanest looking sewer I've ever seen. Hell, I could live there, if they had DSL laugh.gif

    grunge it up! I like my hobos living worse off then me.
  • polybrained
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    polybrained polycounter lvl 17
    looking pretty sweet, I would break some of the barrels though. Especially the ones in the water, just another way of getting closer to the original.
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