Coolest... table... ever! Great progress on this stuff guys, love the style you have going and how well you two are maintaining consistency with one another.
Theres a great continuity of style, balanced leveling of colour and saturation, inventive
and entertaining subject matter and it reeks of potential when applied to the scene
as a whole.
I just hope you don't kill the scene in the end with overly dark lighting because the joy
of all these pieces will be in how you clarify them as a whole and allow people to appreciate
how much inventive charm went into the work.
Yeh tis all looking wicked at the moment! There's an awful lot of stuff going into the scene so hope you can pick some nice compositions to show it all off well, though im sure you will!
Im not getting the sense of evil as i do when looking at some other posts here, ut im sure that will come
Yeah, they rape, pillage and drink lots of beer! Also they drive wicked-looking ships and have bad hygiene, what would your mother say about such behaviour! ^^
Yeah, we are going for a sunset-lightsetting but with plenty of lamps and stuff in the bar/house, so we hope it'll be good
So, here's a big one :-P Its a big generator-module attatched to the side of the main building. It's got a 512*1024 texture for the details, a 512 texture for the cube underneath, and a 512 AO/Tinting map aswell, so actually its one less 512 in the specular and normal channels, but I forgot to write that ^^
thanks alot We are gonna post some pics of the scene very soon, its starting to come together now, will need lots of polishing We are probably gonna hit the texturelimit quite soon aswell, since we are making everything with the same texelvalue ^^
Here are two WIPs of our scene, we are basically just trying out different camera-angles, and these two are what we like sofar. The lighting is very very WIP sofar, and alot of stuff is missing/or have the wrong materials
This is awesome work. Fantastic prop design and execution. Do you always make a high poly and generate normal maps, or do you ever use just a low poly with a painted bump map?
This is looking awesome so far ! One thing I'd try to play with, is the lighting (even if I KNOW that it's still WIP ). Atm, all your props's colors have orange/brown/yellow/warm dominants on them and you're using an orange light on the top of that. It really makes the whole scene a bit too monochromatic to me.
This is awesome work. Fantastic prop design and execution. Do you always make a high poly and generate normal maps, or do you ever use just a low poly with a painted bump map?
Well, not always, depends on timeframe and texturebudget. Some of the assets ony have a flat texture with a photoshop-made normalmap on it, like simple walls, planks etc, but all props have highpoly objects That's the fun part!
About the lighting, yeah, its very monochromatic right now, we still don't know if we are going for mid-day or sunset lighting, but we want to break up the monochromatic feeling with the lights in the bar and on the dock. Just haven't got around to it yet
Here's an update, a few tweaks here and there, still alot of dummytextures and dummies hanging around, but now the light isn't as horrible as it was before, still far from final though, but a step in the right direction atleast
Looks peachy, there's not an asset there that looks out of place! The lighting looks better now with the few additions you made - care to describe the lighting setup, or perhaps provide an modelling app screen?
Says in the rules that the "evil" feel can be achived through lighting for example. We plan on having/trying to get a very sinister feel to our lighting. I believe an environment does not need tentacles crawling everywhere or pentagrams to feel evil
That being said, any suggestions you might have on how to "evilize" the lighting is greatly appreciated.
Says in the rules that the "evil" feel can be achived through lighting for example. We plan on having/trying to get a very sinister feel to our lighting. I believe an environment does not need tentacles crawling everywhere or pentagrams to feel evil
That being said, any suggestions you might have on how to "evilize" the lighting is greatly appreciated.
Maybe tentacles crawling around everywhere or pentagrams?
Lighting is a good step, definitely. However, you can make it look like this is the hideout/drinking location of 'evil' pirates by adding in a few deathly props.
Skulls on poles, animal carcasses, dried blood pit, who knows. Right now it looks like the pirates come here to get drunk & be merry.
That is the plan, we have a full set of skeletal parts that we will place in strategic locations, aswell as rum bottles and dried blood like you said. We havent placed any of the smaller stuff yet, but will do that soon.
Yeh as i said earlier, need to feel more evil....like u said, make with the dried blood, beer stains, skeletons etc. Im sure this is gonna get even better as the days go on
ok guys just looked back on you wip scene, just wanted to remind you about that boat/balcony thing. don't forget to put some kind of post under it. other wise it wouldn't make too much sense of how in the world that thing is being held up. i sure wouldn't want to have breakfast at that table.
Heres an update on our render. The mountain is just a placeholder texture with a planar map so far, and the noise is because of the lowquality rendersettings.
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Theres a great continuity of style, balanced leveling of colour and saturation, inventive
and entertaining subject matter and it reeks of potential when applied to the scene
as a whole.
I just hope you don't kill the scene in the end with overly dark lighting because the joy
of all these pieces will be in how you clarify them as a whole and allow people to appreciate
how much inventive charm went into the work.
Love it.
Im not getting the sense of evil as i do when looking at some other posts here, ut im sure that will come
Yeah, we are going for a sunset-lightsetting but with plenty of lamps and stuff in the bar/house, so we hope it'll be good
Another balcony! exciting stuff!
Ok ok so pirates are evil, i should know i live in a place famous for them....Can't wait to see more, maybe a shot of it all laid out soon!
Keep up the good work !
Well, not always, depends on timeframe and texturebudget. Some of the assets ony have a flat texture with a photoshop-made normalmap on it, like simple walls, planks etc, but all props have highpoly objects That's the fun part!
About the lighting, yeah, its very monochromatic right now, we still don't know if we are going for mid-day or sunset lighting, but we want to break up the monochromatic feeling with the lights in the bar and on the dock. Just haven't got around to it yet
"Pirates are evil!" Sure, but there's no pirates in this piece. It's about the environment. How is this environment evil?
That being said, any suggestions you might have on how to "evilize" the lighting is greatly appreciated.
Maybe tentacles crawling around everywhere or pentagrams?
I keed I keed!
Skulls on poles, animal carcasses, dried blood pit, who knows. Right now it looks like the pirates come here to get drunk & be merry.