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Work update!

I'm still here i swear! Just started school again so i've been working hard on all that stuff.

So AI-OC is working on a level as a large group project. I am one of the environment artists. For the most part speed has been key here, and I have been finishing a building per week.

For the most Part my art lead (Paul..a poster here..somewhere) gives me the concepts and I get it done. Most of the time the building doesn't end up in the game the same way that I constructed it. Using the modular pieces he mix and matches and makes a lot of buildings. My renders are from Max, i'll get Unreal screen grabs when the level is done.

Oh and one last thing, For the most part i am just doing the building, no props. So some seem a little naked.

So here is an update of work.

Shack
-2 hours from start to finish
ShackRender.jpg
ShackWire.jpg

Fish Market
-8 hours time
FishMarketRnder.jpg
FishMarketWire.jpg

Dock Side Store
-3 hour time
DockStore.jpg
DockStoreWire.jpg

Dock
-2 hour
(this is really just a bunch of boards i made for him and board sets so he can put it together however he wants.)

Dock.jpg
Dockwire.jpg

Window AC unit (random prop from another class that we did for this one.)
ACFin.jpg

-Enjoy

Replies

  • cholden
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    cholden polycounter lvl 18
    These all look good. All are believable with a quick turn around time.

    Shack mesh, minus that ding in the left side, is too perfect. If it's that old and rundown based on the materials, I little shake-up of the rest of the mesh is in order. Background color is too bright for this building.

    Fish market colors kill me. Neon aqua needs to be bumped back a bit unless everything else around it is also that obnoxious.

    Dock Side Store mesh is similar to Shack mesh in that it's in complete ramshackles but still has perfect horizontal and vertical edges.

    Dock's wood slats seem to big and thick. This breaks the sense of scale, makes everything look tiny. Again, in ramshackles, but walk-on wood is perfect.

    AC unit looks believable.

    Everything looks good though, just being nit-picky. Keep us updated on your progress!
  • Cody
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    Cody polycounter lvl 15
    Cool stuff. With the dock, couldn't you do some of the planks you walk on textured on instead of modeling each individual plank? Also, I agree with Cholden on that blue color, very '70s. Try to break stuff up more like the dock is. Make stuff lean, sag, and break. Keep up the good work. Can't wait to see more.
  • Reich
    Well for the fish market the colors were based off the concept i was given..and this level takes place in gwam, and according to peopel thaose color are spot on with most of the paint schemes you see there. It is much duller in the UR3 engine.

    As for the Dock Store i just updated it yesterday afternoon and made the wall frames Ect falling over and what not so it's not as perfectly made in a 3rd world country.

    As for the Dock, yes the main part you walk on is a bored set so make it easier to assemble. the size and what not can all be adjusted by the level designer thats just how i threw it together really fast.

    As for the shack i never really thought about really messing up the mesh. i might look into that but we are getting down to the wire so i am not sure if i will have time to go back and tweak a lot of things. Only have about 3 more weeks before Hurley wants it done (yes we are being sponsored by hurley).

    Thanks for the feed back so far though ^^, ill load up my textures in a sec as well.
  • Reich
    Okay Map Post. I'll just post the Color Maps if you want to see a normal or spec let me know.

    all are 1024/1024 Textures for the game. Worked on at 300dpi 4096/4096 when created.

    Shack
    ENVR_Shack_CLR.jpg

    fish Market (roof is on a 256/256 texture, never gunna be able to see that nigh so thats why it's so small)
    ENVR_FishMarket_CLR.jpg

    Dock Shop
    ENVR_DockStore_CLR.jpg

    Dock
    Each bored had unique UV space only because I backed a normal and a light map so i could make each bored just a box and let the normal fake the chamfers ect.

    ENVR_Dock_CLR.jpg

    Window AC
    And yes that my gamer tag on the Logo, Come to find out no one had done any ACs so they are ALL over the level..so that means my name is all over the place...muahahaha.

    PROP_WindowAC_CLR.jpg
  • whats_true
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    whats_true polycounter lvl 15
    No wonder! That's why I can read your "Gamer Tag" so well in game lol.

    I accepted all of your work, which is well done and game acceptable, so this is me just really nitpicking on certain things.

    On a whole, it seems like all of your textures were taken straight from an image, slapped on the PSD and shipped to the targa. Their is hardly any manipulation going on with them, and the contrast between all of your individual texture (wood, metals, stucko) are too light and peachy. Having darker darks and lighter lights brings out the form of the object a little bit more so that they pop. Right now, things seem to light without any tremendous attention to darks and lights.

    I think your Shack is an excellent example of what you are able to do, to bring out those colors and to bring out those darks. If you apply that same mentality to the rest of your work, your stuff will look awesome.


    Anywho, again, this is me just nit picking. We'll have time at the end of the Quarter to revamp some of these, so you will be able to go back over them and apply these critiques to them.


    @cholden
    The Fishmarket reference.
    614369676CwzlvPsguate151.jpg
  • Reich
    Funny you say that Paul..the most painted/manipulated one was the fish market.

    Butt hey all were manipulated inless it was like the gravel on the roof that your never see or something. But yea they all do look genaro.

    As for the contrast thing from what i have understood and read its best to keep contrast and lighting information as low as possible and let the spec and normal handle that. Otherwise you will loose your normal, or it will look really noisy.

    As for "i accepted all your work" Please be sure to smack me as much as you can..although you always have something for me to tweak each week. But yea i'f something is lame you better let me know!
  • Talbot
    That is a lot of good stuff. Keep it up!
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