I've started a project together with a good friend of mine where he creates the concept art and Ill try to model and texture the scene.
We decided to go for a present time middle eastern setting, with the Crysis engine in mind.
What's left to do is scattered prop such as rocks, barrels (metal and wood), urns, fences, walls, trees.
It's not much to show off right now but I figured I might as well start this thread early on.
Here's a quick wip render and wireframe, Im in need of c&c from you pro's so.. Uhm, thanks in advance everyone!
Wireframe
And the concept piece by my friend Mikael Widegren:
Replies
With wheels it looks to be around shoulder height, sitting on the frame though it would be considerably lower.
best ref i could find:
http://newsimg.bbc.co.uk/media/images/42095000/jpg/_42095558_beetle_1_416.jpg
Looks cool. I think if you get the lighting and the colors close to the concept it would be great.
alternatively, Have you considered looking at the positive and creative side that the middle east has to offer? There has been a real expansion into modern tech and architecture over the last 10 years, that is worth noting:
http://www.flickr.com/photos/iranpx/9899358/
http://www.flickr.com/photos/samanvari/1403711484/
If he would like to do something unlike all the other dilapidated middle east environments, the ones that EVERYONE seems to make, He could consider the above shots for reference.
I think that showing something from the middle east that goes beyond the stereotype would be a MUCH more powerful piece; and garner his wonderful artwork much more attention and accolades.
Or a goat.
I totally agree Showing people that that there are more than one side to things is always good in my opinion. Like I said, the buildings you posted are really interesting!
@AndyLittleton: Holes in roof made!
@PeterK: Hehe those area very nice ref pics man, but I had this clich
http://www.volksworld.com/imageBank/r/ragtop-01.jpg
Other than that its looking really good.
Xaltar, I didn't exactly understand what u meant, but the beetle looks a little better now, more correct when comparing it to the image planes. By weel-wells, u mean the parts "covering" the wheels right? Anyway, the right one has been stolen or something while the left one is still there.
Here's another small update with more props
First of, thank you all for all of your comments!
I have been away for about 4 weeks now and finally got back to this project on monday and have made some progress. Ive done some texturing during these last four weeks but not much at all. I have however managed to complete the water tower but that ones gonna be in the next update.
I will add decals such as cracks, dirt and stuff later on so bare with me Also you can see some shading error that needs to be taken care of in screen 3, and the white areas are of course going to be textured.
I def like more c&c so tell it like it is!
Completed the beetle wreck with 1024x1024 dif, specular and normal maps, all images are ingame CryENGINE2.
And here is two pics of the watertower which also are 1024x1024 dif, spec and normal.
I still desperately need c&c to make this kitty purrfect so bring it!
Thanks in advance
Right now everything reads waaay too low res. Not sure what your original textures / UVs looks like, but both of these pieces look way too blurry and pixely for a 1024. The base of the water tower legs particularly.
I like the reference of the car a little better. Right now yours simply reads as "Generic Rusty", whereas some paint flaking and some character from what the car used to be might be a better touch.
Thanks a lot for your comments guys!
http://www.pee-baa.com/other/forums/beetle_spec.png
http://www.pee-baa.com/other/forums/beetle_normal.png
And here's the water towers dif spec and normal:
http://www.pee-baa.com/other/forums/water_spec.png
http://www.pee-baa.com/other/forums/water_normal.png
However I'm getting real blind on this beetle now, I see something isnt right but I cant put my finger on what it is. Is it the entire texture thats just butt ugly, lack of variation? The colors? The hoods weird color? The rust stains? Really need some guidance so I can complete this.
Thanks
I am going to add more personlized stuff later on, stickers and Ill see what I can come up with. Bird dumpings are a very good idea mate, thanks
The next update will probably take a while due to work.
All images are ingame CryENGINE2.
Very inspiring
also UVs on top of barrel are squiffy, fix
*edit* saw you said you hadn't started those yet. my bad.
I can not wait to see this all come together!
@PixelMasher: Yeah your right. I actually saved my 1024s as 512 maps for most of the props at first, but it didn't look right so I kept it 1024. I'm sure that some objects will be sufficient using a 512 though, I'll make sure that's fixed.
@SHEPEIRO: The normal maps were pretty tricky inside the editor, I had to change shading properties for the specular to look right and that often took away most of the normal map effect. In some views the normal maps looks like it should though, so creating a more powerful normal map would mess the object up in that particular view, if you know what I mean. Nice spotting out the uv error btw!
@Dante1217: Do you mean the bulk in the oildrum or "builing"=building?
@BradMyers82: I usually don't keep objects this high, but my AD and I thought since it's CryENGINE2 it wouldn't really matter.
Thanks once again for your kind comments!
its like withsimple brick normal maps, most people just describe the difference between the mortar and the brick, which looks cack, now if you angle each brick slightly (you can paint this too if your not baking) and you chip some of the corners etc, immediatly you are using the normal map to much better effect, i just think this thinking could be applied to alot of your normal maps, and it would greatly improve things