Hey guys im working on this cabin hoping to put it n the roboblitz editor when im done, right now i just have the basic shape of the cabin down and wondering if i could get help on the overall look of it and some crits and changes that i need to do. right now im just trying to get the basic shape down so when i goto normalmap it , it wont be such a pain in the behind. This cabin is meant for a jungle area somthing like farcy/crysis i want it too look detailed but not overly detailed. I want this to be a strong portfolio piece any help would be much apprecieted.also i will be trying to reduce the polycount i still need to optimize this bad boy.
What i want to know is what kind of other details can i put in or add to the cabin so it doesent look so empty.
http://smg.photobucket.com/albums/v92/armanguy/?action=view¤t=wipshot2.jpg
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Hope it helps.
http://smg.photobucket.com/albums/v92/armanguy/?action=view¤t=wipshot5.jpg
A lot of these things low-poly modelers don't typically have to think about until the skinning phase, but you have to remember that with high-poly, this _IS_ your skinning/detailing phase. Alternately, it could be that you're chaining yourself to the low poly, which could use a few of those details itself. It looks to me like most of what I see in the highpoly shot would likely be deleted over the course of the project to make way for more unique pieces (Windows, torn or warped tin, etc) and to connect smoothly with said pieces, leaving... really... nothing to actually comment on.
http://www.game-artist.net/forums/attach...in-wipshot4.jpg
I also think you could add a bit more geometry in certain areas. The roof comes to mind. The texture looks like corrugated aluminum, but the geometry shows no width whatsoever. You could easily add just a few more polygons to remedy this, although I suppose it depends on how a player will view the environment.
everyone should always google image search their subject before starting on it... it's a good gut-check... photo-reference photo-reference photo-reference.
Use reference, as the architecture of this cabin is horrible. There are no horizontal boards. Decide if you want a cabin that's inhabitable, or simply a storage shed, as this seems to be neither.
- Desaturate the wood and darken it a bit in certain areas and bleach it out in others.
- If someone was to ask you what color a jungle is you would more than likely say green. Yet I see no green. Jungles grow and over take things especially wood. Moss would be the first to set in along places less traveled and hardly touched. You might get green growth on the supports and they would more than likely discolor as they reached the ground.
- Think about people walking around the outside, what areas are high traffic and what is going to disturb/accelerate the aging process? In level design you can use this to draw players to certain areas they should check out. What is it you want them to find or explore? Is there a med kit around back? Is there a radio inside that triggers a cinematic? Give them subtle cues but don't beat them over the head with it.
- Jungles are wet humid places, think about what that would do to the materials you have.
- If this is a fully unwrapped model and isn't using tiles, you should paint or bake a bit of AO into it as well as many other details.
- It helps to create a few prop bushes around the supports to help disguise model after it is placed in the environment.
- As Will suggested think about props. These shacks are not near a grocery store or source of power. If there is a radio where is the antenna? Anything you can add into the scene that gives it that extra feeling that someone actually uses this place. You have to force yourself to look past the mechanics of a shack. It's not just wood and metal, its a place you need to think about how it was/is used.
First we'll talk about some basic mistakes that are easily corrected. A little planning ahead of time on the next piece you'll do and you may find these 'mistakes' are easily avoidable.:
-Texture scale is off. Your wood planks on the ground are far to thick and entirely too long for this sort of structure. They'd be a bit thinner, and definitely broken up in length in to 2 or 3 planks long. As well, the corrugated sheet metal roof texture is far too large. Each corrugation is probably only 3" in width, whereas on this model they look like they're half a foot wide.
-You've given some areas 'life', where as the rest got ignored. Case in point: The railing compared to everything else. The railing looks lived in. It makes the building looks used, old, and dilapidated yet the rest of the build speaks nothing of these characteristics. The wood planks could be used for some interesting silhouettes if they were broken up in length, chipped at their ends, and overall uneven. Same goes for the sheet metal roof. Those pieces do nothing for the silhouette, they just create sharp edges that deter from the 'weathered' look the railings are giving. If this is for Unreal 3, you can certainly add the details.
On to aesthetics...
-While I agree with Vig that the colours needed to be desaturated, I think the right colours could have been added in to give this piece some aesthetic pleasantries. She metal like that, unless its brand spankin' new, won't be that silver/aluminum looking. They're generally NOT coated and rust very easily (they're cheap and are affordable for replacement). As well, they are almost always painted over and the paint chips away. Consider adding some colours to the roof.
-Theres nothin' going on inside the cabin. It's just a cracked open door with a floor being revealed. No lighting, no broken windows, not secondary objects, no nothing. I'd give the inside a prop pass (bunk beds, wood stove, card table, wooden chairs, toilet hole, throw rug, gun rack, etc.)
-The outside area needs props badly. What is this cabin used for? Do poachers hide out here while they sleep? If so they're equipment may be hanging around out side. Or was it an old cabin used back in Nam? Or a gorilla militia hellbent on making their government fear the people, rather than the people fearing the government? Consider this scenes 'story' and you'll find yourself without a loss of ideas for how to make this place look lived in.
I hope you don't mind but I took a few minutes and painted over some of the stuff I've said here. I didn't want to take more than 10 minutes on it so I've left a few things out, but this should be a good start:
I thought this might be a good reference for you (althought not in the jungle, so it lacks the rot look): http://www.varmintal.com/tinroof.jpg
I was also thinking the roof should have some moss rather than grass... but that's just my opinion
Back to the textures, I would add hints of green to the wood textures, as well as painted clumps of moss to areas less traveled and parts that touch the ground. The vegitation clumps around the base pillars is a nice touch, but paint some darker/lighter green grass in there to help fake shadows and highlights. I used the grass brush included in PhotoShop in the paint over. Set the background & foreground colors to different shades of green and paint away. You might want to come up with your own custom grass brushes to save you time in the future and to break up the monotony of the grass from level to level. I would also size the brush down and paint some shorter grass around the bottom to help blend the clump.
Like Adam suggested and I'm very fond of doing, put yourself in this scene. You now live here for the next two weeks and start asking yourself questions.
How would you light the place at night? Would you put lights out on the posts so you can see things coming up to the cabin and hopefully scare off any wild things that might come after your food? What kind of lights are they? Torches or electric? If electric can you string cables from light to light? it might keep people from hopping over the railing in specific spots.
How did that step break, did you bash your head when it broke? Was there a lot of blood? Did you pass out and drool all over the steps?
Is there a lake near by would you go fishing? If so where is the boat? How can that be placed so you can get up onto the roof? Where do you clean your fish? Normally gut tables are outside, they STINK!
If there isn't a lake nearby and there is a boat does that mean this area floods in the rainy season? What does that do to things?
What supplies do you need? What would you do with the trash?
This is your chance to help sell the story. Your job isn't to hit the player over the head with narration or a cinematic (like other department feel they need to do) but visually explain the world to the player. The more we environmental artists can explain with a single still shot the less time other departments have to spend stopping the game to explain things. Even if the player is never going to know why that board broke, or who was repairing the roof it will give them a deeper world to explore.
I have always liked games/levels that reward you for going down the path less traveled even if it was just a graphical easter egg. Do you want players to explore the back of the cabin and tell their friends "nothing back here" or do you want them to say "Oh crap come look at the fish guts on this table, is that a finger!?" then one of them climbs up on the roof "oh man you can get on the roof!?"
It's easy to get caught up in the mechanics, wood floor, metal roof, door in the front. But the really good environmental/prop artists take it to the next step and those are the guys that get noticed over the guy that has a portfolio full of dumpsters.
It's looking great btw, I also think you're ready for a prop pass. I would design the props in a way they can be taken out or added to other areas. That way you can copy this cabin and change the props to break up the repetition.
I have a hard time understanding how the same "grassy planes" that grow on the ground are growing within the cracks of wood, and on top of a sheet metal roof. Even moss would probably stay off of that.
The green color is terrible.
Stop worrying so much about Normal maps and crazy-bumping when you still need a lot of practice with basic texture work, UV layout, and construction principles.
Pollen + leaves/dust leads to mold/moss.
Mold/moss leads bigger things such as grass and tree seedlings taking root.
I understand people in other climates wouldn't see things the same. It falls to gathering accurate ref and knowing how different materials are effected when left out in different climates.
I was thinking that leaves gunk would build up in the cracks, break down the metal and become host to plant life. Image searches as well as personal experience lets me know that moss grows on just about anything. At least that is how I would explain it to my AD.
Armanguy: I'd say you've got a little while to go, but you are definitely taking the crits well and applying them. Keep pushing forward.
Don't be afraid to add more browns and yellows on random other colors. Mossy / grassy isn't bright green.