Hey again,
This is another environment I am working on for my portfolio (graduation this month!) based in Cry Engine II and I'm looking for some more advice and feedback.
This is based around a photograph I found on
flickr. It is a city in Brazil called Tavares Bastos (I believe) and is the same place from the new hulk movie. I am mostly looking to improve my textures and make it more visually interesting based on the reference material.
The buildings were designed with the intention that the player would never leave the basketball court.
Here is a shot in a more lit environment.
Though I don't normally work this way - I tried to conserve texture usage by use a tileble texture for the key materials in this scene and then use decals to flesh them out, but I am unsure if that was the best idea.
Any feedback or opinions are greatly appreciated as always. Thanks
Replies
Yes, that is what your supposed to do. All large scale objects in games have to use them to keep a consistent texture density while maintaining texture memory.
Looks great, keep it coming!
Totally agree. Im stunned.Wicked job man!
Do you use 3ds max for modeling and exporting?
I love the try-to-climb-and-youll-get-painpierced window bars
c&c: The football lines could use some wear-n-tear
maybe some dirt decals (old newspapers,rubbish)?
Few crits:
- In your first image, to the left appears to be some stairs(?) just ducking the court fence. In comparison to the ball and basketball hoop, they are huge and the scale is making other things in the scene not so believeable. Simple fix.
- As others have said, you can do a ton more w/ the court and the concrete surface. Its quite boring and clean. The weeds you've as well need some love
- The walls could use some colorful grafitti. Head back to to flicker and look for some ref photos using the keyword Brasil (don't spell it with a Z, you'll find more).
- The addition of classic elements would really help sell the location - most of the ref photo you find of the poorer districts of Brazil has corrugated metal everywhere along w/ a rats nest of cables and powerlines.
- Lastly keep looking at your photo ref for your architecture. Right now its a bit genero and a lot of the shapes are blocky. Part of what makes so many of these areas look so interesting is the cobbled together architecture and lack of building codes. Keep going in that direction and it will shine.
Great work thus far. Keep it coming!
-Tyler
Tavares Bastos isn't a city, it's a favela (poor neighbourhood) in Rio de Janeiro city.