The thumbnail for the texturing looks great but I'd either ease up on the rust a bit or make the non-rusted metal particularly shine to pop those elements out.
Adam thats looking cool. For the lightmap on this would you include all the props as well or just the building face to get the ao of the props over the building.
I'll likely go with Infernal, ya. I'm having a hard time finding the time to work on this currently. I'd say that 80% of the high poly is done, or as done as I'd like it to be so I can begin texturing. With only a few days left there's no telling if this will be finished on time. I'll finish it, I really enjoy this piece, but the deadline is close and I'm in the middle of a 3 week crunch @ work, plus we have company for a few days towards the end of the coming week.
Anyway! Here's a small update from Cesar. The point here is to show some of the material colours and such and some ideas for me to make it even more random. There's no lighting/atmosphere in this picture, nor any lighting (re: where's the neon lights!?) but that'll come.
I spent some of my lunch today trying out the TF2 style paintery look and I think I've nailed it down, I just need to work on my colours. They weren't saturated enough for what I was wanting, and the colour values was inconsistent. Now that I have a lovely guide from Cesar I should be on the straight & narrow with this.
As I said before, I doubt I will finish in time for the contest to be over on the 26th but I'll still finish this and do a proper guide for my processes as I still want this to be educational for both myself and others.
Go go, Gadget Brome!
This is really coming together, dude. I always enjoy seeing your pieces come together. Looking forward to seeing this with textures and lighting. Keep at it, mate.
Quick update to show the texture style I am going to go with for this piece:
Neve rmind the issues with this (it tiles poorly, too many rivets, etc). This is more a sample of how the rest of the textures will be.
EDIT: Talking to EQ & vahl, my brush strokes are too obvious and makes it look like a lazy job (I assured them it wasn't! ha!). Anyway, i'll go back and try and make it look a bit more controlled and closer to TF2 the best I can.
I'm trying to challenge myself with this so I don't mind taking the time to make it right.
I was going to comment on the brush strokes too. At first it looked good and then on a second thought it was like.. hmm.. obvious. It does look very interesting though!
Cesar had the idea to do the scene during day break, just as the sun is peaking up over other taller buildings. Since most techno junk images are lit in the dark, he wanted to try for something with some day light in it. But, because I wanted to utilize some neon lighting, we're mixing the two. So, the buildings top is catching light just breaking over talling buildings while the rest is still somewhat in the dark.
Anyway, it was just a 15 minute light setup test I did during lunch after painting more textures. There's some errors here and there but it'll help show the direction even more. And the sign was painted purple in Photoshop quickly cuz it wasn't lighting properly.
It is looking more and more like I had envisioned myself when I said it looked like the buildings were on stilts to try to get some sunlight Very nice. Maybe make the bottom monitor thing glow a little too? For a point of interest on street level (where I assume a player would walk around).
I gotta say, I never woulda imagined you going in this direction with it but I think it looks real nice so far. Can never have enough TF2 inspired stuff I say!
i enjoy the feel the previous image has more. the high saturation and color contrast seems to remove a lot of the flair the design has, while not adding a lot.
it may just be the quick light job, but it just feel like it flattens and removes any of the sweet qualities the textures will have based on that one sample.
I shouldn't have posted the image as it was me fucking around quickly over a lunch period. The lighting I did there was crap. Utter crap, in fact. The complete light setup has been scrapped.
I do, however, have some proper direction by my good man Cesar. He finalized the lighting and I'll be running with this once I have the time to do so again:
minor nitpick: this seems more like dusk than dawn, unless thats a 24 hr pawn shop. Does seem a little dark for the angle the sun seems to be at, like they would be more bounce light from the intensity of the low sunlight.
Welp, looks like I missed the deadline. This facade, though, is still being worked on. I had gotten a lot done today but ended up going down town for a bit to visit a friend. I still want to post this as if it were for the challenge so I'll show the sheets, layout, etc. in the final post.
Replies
cook that shit son.
We'll see
Anyway! Here's a small update from Cesar. The point here is to show some of the material colours and such and some ideas for me to make it even more random. There's no lighting/atmosphere in this picture, nor any lighting (re: where's the neon lights!?) but that'll come.
I spent some of my lunch today trying out the TF2 style paintery look and I think I've nailed it down, I just need to work on my colours. They weren't saturated enough for what I was wanting, and the colour values was inconsistent. Now that I have a lovely guide from Cesar I should be on the straight & narrow with this.
As I said before, I doubt I will finish in time for the contest to be over on the 26th but I'll still finish this and do a proper guide for my processes as I still want this to be educational for both myself and others.
Here's the pic:
This is really coming together, dude. I always enjoy seeing your pieces come together. Looking forward to seeing this with textures and lighting. Keep at it, mate.
-caseyjones
Looking forward to the finished result.
Nice stuff for sure.
All the credit for the colours goes to Cesar, not myself.
Well it definitely looks tf 2 quality.
I have been browsing the forums frequently, but posting not so much.
Amazing how much better you are.
I think you guys nailed the style great.
stormvermin72(at)hotmail.com
Neve rmind the issues with this (it tiles poorly, too many rivets, etc). This is more a sample of how the rest of the textures will be.
EDIT: Talking to EQ & vahl, my brush strokes are too obvious and makes it look like a lazy job (I assured them it wasn't! ha!). Anyway, i'll go back and try and make it look a bit more controlled and closer to TF2 the best I can.
I'm trying to challenge myself with this so I don't mind taking the time to make it right.
Filter> Sharpen
half joking actually...
Anyway, it was just a 15 minute light setup test I did during lunch after painting more textures. There's some errors here and there but it'll help show the direction even more. And the sign was painted purple in Photoshop quickly cuz it wasn't lighting properly.
it may just be the quick light job, but it just feel like it flattens and removes any of the sweet qualities the textures will have based on that one sample.
looks sick though, should be rad in the end
Still an interesting piece though!
I shouldn't have posted the image as it was me fucking around quickly over a lunch period. The lighting I did there was crap. Utter crap, in fact. The complete light setup has been scrapped.
I do, however, have some proper direction by my good man Cesar. He finalized the lighting and I'll be running with this once I have the time to do so again:
minor nitpick: this seems more like dusk than dawn, unless thats a 24 hr pawn shop. Does seem a little dark for the angle the sun seems to be at, like they would be more bounce light from the intensity of the low sunlight.
has a ton of character!!
ok ok ok just joking since I'm probably not friends enough to be THAT sarcastic! Looks hawt!
Nah, you can always tell Adam his stuff looks like shit.
Not that I'M saying it looks bad, but you CAN say that if you want, but I'm not, I think it looks awesome!
I'll try and have an update tomorrow.
we believe in you.
I will allow people up to friday to post their final. So....cough cough hint hint...
good to hear good to hear