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Maddness
polycounter lvl 11
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Maddness polycounter lvl 11
Hello everyone. This is my first post on the forums. I've mostly been a viewer, but after getting it drilled into my head from a friend of mine I decided to post so I could better myself with my work.


I'm working on this environment, it's kind of a post apocalyptic theme, and I didn't know where I was going with it at first, but I've decided that I'm going to make an old abandoned school bus that's been converted into a semi livable place. I'm also making a small building that the bus is next to, that serves as the water for the person or persons that live here. They have to come at the building from a weird angle, considering that the land is now sort of morbid and a little radioactive.

So I've started the rough for my project, and this is what I have so far.

I'm planning to add a lot of props to the area, barrels, crates, debris, and what have you, and then work on the bus, but I wanted some opinions on the way it was going, what I should improve on, and so forth.


I appreciate it greatly!


So here they are. they're kind of big, so i'm going to just link them.




http://www.themindofmaddness.com/project/1.jpg

http://www.themindofmaddness.com/project/2.jpg

http://www.themindofmaddness.com/project/3.jpg

http://www.themindofmaddness.com/project/4.jpg

Thanks again! I look forward to hearing from everyone on how to make this piece really shine.

oh, and this is done in Modo and using Mudbox for the normal maps!


Mike

Replies

  • TorQue[MoD]
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    TorQue[MoD] polycounter lvl 19
    Not a bad start, the textures look very nice. Once you get the whole area filled with buildings and the like it should be really cool.
  • Em.
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    Em. polycounter lvl 17
    So far so good, it might help if the images weren't so dark, it's hard to tell exactly what's going on, but from what I can see, the textures do indeed look nice. Better lighting would help us be able to tell what your normal maps are doing.

    You might want to post some wires, texture flats, stuff like that to get better/more crits. Good so far, keep it up! smile.gif
  • Maddness
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    Maddness polycounter lvl 11
    thanks for the crits so far guys. but Silly me, you're right!

    Here's some more, and brighter shots. I'll get some texture maps up there too asap.


    http://www.themindofmaddness.com/project/show3.jpg

    http://www.themindofmaddness.com/project/show5.jpg

    http://www.themindofmaddness.com/project/show4.jpg

    http://www.themindofmaddness.com/project/show2.jpg

    http://www.themindofmaddness.com/project/show1.jpg

    and as I said, i'll get some more shots up and texture maps up as well.
  • cholden
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    cholden polycounter lvl 18

    Not a bad start.

    Couple things to think about

    Your building is a box. Sure, lots of real buildings are boxes, but having a boring profile means it'll be visually accepted as a boring building. You can easily angle the roof, sag down one side, and add an exterior extension (gas tank, pipes, etc) to give it a more recognizable silhouette. Something on the front entrance, such as a light, security box, door handle, etc. would be nice. Also (just noticed), you've got three horizontal pipes on the interior that go to nowhere. They need some place to go, outside into the ground or another tanker, something.

    The hole and rubble in the side is not realistic. The shape is almost V-like. The center coming down so much without breaking off and falling is just unbelievable to me. I imagine it could happen, but something about this shape bugs me. Also, the rubble is perfectly spaced out along the outside and inside of the building, parallel with wall. Consider it as though the wall was solid, and the crumbled straight down. It'd be in a large pile with a taper down to flat ground.
  • osman
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    osman polycounter lvl 18
    looks good so far, I think you should have less sided cylinders tho.
  • Maddness
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    Maddness polycounter lvl 11
    thanks for the crits so far everyone!

    Cholden: Yea I realize now that the shape itself of the building is boring. I need to rework that and think of a more life like building with better damage.


    As for the additions and pipes and stuff, I have a list (silly) of things I'm going to be adding as I go, accessories and what have you. The 3 pipes themselves lead to a water storage tank that will be on the abandoned bus that he lives in. That's my objective, anyway. I just hadn't built anything heading to the bus yet, because I'm trying to finish everything with that portion first.

    It's probably a crappy way of prioritizing, but that's how i've been going at it, so far.
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