Here is an environment piece i've been working on.
This is vertex lit with some lights in the scene. real time hardware render. I tried doing high quality mode with normal maps but maya 2008 doesnt' handle anything over 15k tris to well with normal map mode so i decided to stick with vertex lighting. My next environment i'll use the unreal3 engine.
Comments, Critques, paintovers welcome
Replies
- The door frame and the windows look like floating geometry over the wall and don't look like they are actually part of the building. In the picture it looks like the door frame and window are actually cut into the wall and are popping out from the wall very little. Plus in your scene there is no shadows or very little on the brick where the door and window frames are so it gives the illusion that they are not part of the building.
- the bricks used on the walls are too consistent and noisy and I don't think the quality of the texture matches the quality of the rest of the scene.
- the scene seems to lack any specular, the ground which in the picture has a very prominent shine, in your render, it just looks flat ( it may be because we are view the ground at such an extreme angle as well.
- The Picture you used as reference also has a deeper field of view which gives a better sense of depth where as in your render everything looks a little more boring because it is shot with such a short field of view.
- Also you may want to work on your lighting setup, I'm not sure what the specifications of the art test were but a nice thing would be to achieve something closer to what the picture actually has, by using using some sort of sun with indirect illumination and other tricks.
Take what you will out of my comments, I am no expert. I just do see a lot of potential in this scene that is not fully realized yet.
Welcome to workn life! Things have to get done fast, and good. So yea, missing the turn in date on a art test will deffinately get you passed over. But its great that you did finish. You should keep time in mind on your next personal piece and see how fast you can do it. Keep trying to push the speed while keeping quality on the rise too. Shortcut anychance you get. I graded from art school with the same problem. Fist gig I landed wanted stuff in a mater of days, not weeks or months.
Looks like you have the jist of what your doing. Things i dont like are.... Your specular seems low at best. In the reff pic, the stones on the ground have a nice lighting, and reflection. The wall texture you chose is a bit too flat. The corner on the wall is really sharp too. Walls are very lowpoly in general, so take the extra tri's and bevel corners and smooth the groups. It wont push your count up very high at all.
Never an excuse to stop making environments. Keep on makin stuff. Your work is going to get you a job, not a degree.
it was for a more comic style one ref they gave me,
i turned mine in on time,
never heard back from them,i suck i guess,lol
Chris
Ya you guys are right I should turn this Art test in even if it is late. At least they know I didn't quit and it will look better in the future if I reapply for a position. I'll probably apply to them again in the future after I pick up on more expierence and speed.
I'll post an update of my progress tommorow
hot damn, I second this. The game industry isn't so focused anymore.. if you have a specific art talent such as vehicles, foliage, environments, characters - you can get a job just doing that. To be honest, your vehicle work is top-notch and your skillset there appears to be pretty established, while your environment work is sorely lacking. Stick to what you do well.
The only advice I didn't listen to is sticking with vehicles and ditching environments. You guys do make solid points about sticking with what ur good at. However when I was looking for jobs I feel in the industry there is a huge demand of environment artist much more then prop vehicle artist. Environments is very hard to be good at thus making it a big demand, and I like the challenge
If my evironments do suck that bad then yall i'll stick with vehicles and props. But if i have potential in doing enviroments then i'll keep pursuing it.
Other than that, fantastic piece man.
very nice improvements good job.
One thing that really bothers me though is the balconies above the table.
They just seems to packed in and really clutter the scene. I say delete every other one and it'll open it up alot and let it breathe. You still won't be able to see alot of wall but you'll get more bricks and airspace instead of a solid row of balconies. The ref pic only has one small one and a larger one a ways back.
I also think that the ones without the railings look odd because they look like they are big enough to occupy, but not safe enough to be on. The small plants on them looks slightly contrived, like 'I gotta fill this somehow.
Possible make them alot smaller for plants, more like a window seal and the supports smaller too to contrast the large ones, but I still think it would be best to just delete them.
Plus alot of apartments like that will only have a balcony half as wide as the apartment. It lets the tenants have a little personal space.
Ya I think your right. The balconies do look too repetive and cluttered. It could definetly use some breathing room.
Yes I have turned it in this morning. That just feels like the right thing to do even if its late. I would say i learned a lot through an art test. On how to optimize my time and workflow better.
That chopper on your site is SICK
With this background issue, switch to something darker, closer to black/midnight sky. The purple and the moon throw this off. And then move onto something else. I want to see what you do next.
(GOBEE.) If you can get the quality of your helicopter to shine in your environments, your golden man!