i like the fallout esque london tube scene a lot but i have also a ton of criticism for it:
1 ) the lighting implies that it is above ground in brought day light your background shoudl be dark and the general ambiance should be much lower to show you are in a tunnel system in a world without electricity.
2 ) i figured this is kind of a cozy place where the hero would return to after a hard day in the wasteland scavenging for food and weapons and god knows what so some warm color preferably emitted by fire was needed in my eyes.
3 ) the sign at the bottom left has one of those round concrete weights at the bottom which implies mobility to me i don't think you ever see anything like that in a subway station all signs are steadily mounted into floors and walls and angle wise would align with the flow of the tracks ...also proportion wise i think its too wide.
4 ) the barrels have a top piece that has like no structure make it have a structure and an opening where liquids can be poured in/out of or make it all black implying that the top is missing and it continues all the way down.
5 ) the dark splotches on the ground and on the door don't seam natural its not the kind of effect prolonged use would have on these surfaces if you want to break up tiling break out some tiles and make it real 3d.
6 ) the tile texture is too high frequency/noisy.
7 ) the porch /balcony thing doesn't seam to have a purpose since its neither protection this home form rain nor sun but it adds coziness so it shoudl stay but ts not looking like it can hold up by itself it needs some support beams below if you ask me.
8 ) same goes for the ivy i don't think it would grow in a place like this but it adds coziness so it gets my blessing ^^
9 ) those ply wood sheets blocking the door /window on the right have absolutely no 3d definition and also have a way too noisy texture you can hardly tell where one sheet ends and another one begins ... would be nice if the top one would cast some shadow/ao on the bottom one to better define its shape.
since images speak louder than words i think this is the direction you should be taking this in:
I really like that paintover too, but in response (though I dont want to speak for uk_resistant...) you do get outdoor tube stations here, and those round based concrete signs would/could be there, although tube stations are always a little more permanent so maybe that stands... I think its a small issue though and they could exist. I'm sure theres probably one or two at a tube station if anyone wanted to go round every one...
Wow, that is a awesome paint over. I partic like the idea about the fire inside, really adds to the idea of this being someone's home. Got some responses to your feedback
1)The scene is actually meant to be above ground, thought after your paint over Im thinking about making it a night time scene.
2)It wasn't meant neccessrily for a hero character but I love this interpretation. I imagined a more colder/desaturated scene but again the paintover is getting me thinking.
3) The idea behind the sign is that it was broken off and then placed somewhere else to be used as a sign (design wise its there to give further signalling of being in a tube station). The concrete bucket was a way of mounting it. Proportions do look off however.
4)The plan for the barrels is to have them containing water. I wanted them open air so i could put a couple of leaves in for a autumn feel. Perhaps I could included a variation with a lid.
5)Those splotches are the grass giving off shadows and wont be in the final image.
6)The texture is too noisy, need to turn it down.
7)Still playing with the idea of the porch. The problem is that the doors slide open (in theory) so i couldn't have struts there. Its not apparent but they are actually built from the back and above. Obviously this isn't reading well and will have to be changed.
8)Cheers
9) yeah the ply texture needs work. That needs to be redone anyway, and the lighting still needs work so that will help.
cheers for that great feedback, very much appreciated, Def given me a lot to think about!
per: great stuff! i have no idea what i'm looking at, but i really enjoy doing so .
I decided to ditch all of the ao stuff and turn this into a painting exercise, so basically i turned everything but the head back to basic colors and started over. I also worked on the head some more. I wasn't really enjoying working on this anymore, but doing it this way certainly brings the fun of it right back. so if any of you can come up with some crits to help improve this piece it'd be great!
Master_v12:You can push the lighting and post process of that scene a whole lot more. Try to create pools of light to lead the player or viewer down the hall way and harmonize the colors in post. I moved the lit column on the right further down as well to help the composition and placement of lights. I may of over worked the image and it may be a bit bright but the original was very saturated and hard to work with.
Hey Bryan thanks much for the paintover man it looks sick, this is my first time messing around with post proccessing effects. Thanks for the great ideas!
Master_v12: You have some nice areas on the sides that could be used for some sort of glass chambers / cryo chambers, machinery etc. Fill up those empty holes!
Looks great Don, but compared to the reference image he looks very pale and almost ghostly, which I think is throwing people. But like i said, looking good!
ThatDon, looks nice. The creases are not totally convincing, but overall it cool
Ged, great idea. should have ee aw as a sidekick
thanks Ruz and massbot, haha ee aw would be cool to do as well I will get pooh finished then I think its about time I finish editing my portfolio website and show it off.
Great work Don, I reckon youve got a good chance of winning that comp. Also there are quite a lot of new sculptors on that sculpting mini comp and they arent nailing the proportions/forms I want to help but there is sooo much to say
Sweet ThatDon, but I think his jawline is too strong, the chin is too big, and his upper eyelids are too curved. Walken has a sort of menacing look, but you lose that in the eyes. If you drop the upper eyelids down a bit, push in the lower curvature of the eyelids a tad and shrink his chin you'll get a lot closer.
Replies
ok after a lot of crashed programs (photoshop again -.- and my game editor dont works, cry) so i put my model into ue3 to show you a bit progress
1 ) the lighting implies that it is above ground in brought day light your background shoudl be dark and the general ambiance should be much lower to show you are in a tunnel system in a world without electricity.
2 ) i figured this is kind of a cozy place where the hero would return to after a hard day in the wasteland scavenging for food and weapons and god knows what so some warm color preferably emitted by fire was needed in my eyes.
3 ) the sign at the bottom left has one of those round concrete weights at the bottom which implies mobility to me i don't think you ever see anything like that in a subway station all signs are steadily mounted into floors and walls and angle wise would align with the flow of the tracks ...also proportion wise i think its too wide.
4 ) the barrels have a top piece that has like no structure make it have a structure and an opening where liquids can be poured in/out of or make it all black implying that the top is missing and it continues all the way down.
5 ) the dark splotches on the ground and on the door don't seam natural its not the kind of effect prolonged use would have on these surfaces if you want to break up tiling break out some tiles and make it real 3d.
6 ) the tile texture is too high frequency/noisy.
7 ) the porch /balcony thing doesn't seam to have a purpose since its neither protection this home form rain nor sun but it adds coziness so it shoudl stay but ts not looking like it can hold up by itself it needs some support beams below if you ask me.
8 ) same goes for the ivy i don't think it would grow in a place like this but it adds coziness so it gets my blessing ^^
9 ) those ply wood sheets blocking the door /window on the right have absolutely no 3d definition and also have a way too noisy texture you can hardly tell where one sheet ends and another one begins ... would be nice if the top one would cast some shadow/ao on the bottom one to better define its shape.
since images speak louder than words i think this is the direction you should be taking this in:
quick paint over:
you do get outdoor tube stations here, and those round based concrete signs would/could be there, although tube stations are always a little more permanent so maybe that stands... I think its a small issue though and they could exist. I'm sure theres probably one or two at a tube station if anyone wanted to go round every one...
1)The scene is actually meant to be above ground, thought after your paint over Im thinking about making it a night time scene.
2)It wasn't meant neccessrily for a hero character but I love this interpretation. I imagined a more colder/desaturated scene but again the paintover is getting me thinking.
3) The idea behind the sign is that it was broken off and then placed somewhere else to be used as a sign (design wise its there to give further signalling of being in a tube station). The concrete bucket was a way of mounting it. Proportions do look off however.
4)The plan for the barrels is to have them containing water. I wanted them open air so i could put a couple of leaves in for a autumn feel. Perhaps I could included a variation with a lid.
5)Those splotches are the grass giving off shadows and wont be in the final image.
6)The texture is too noisy, need to turn it down.
7)Still playing with the idea of the porch. The problem is that the doors slide open (in theory) so i couldn't have struts there. Its not apparent but they are actually built from the back and above. Obviously this isn't reading well and will have to be changed.
8)Cheers
9) yeah the ply texture needs work. That needs to be redone anyway, and the lighting still needs work so that will help.
cheers for that great feedback, very much appreciated, Def given me a lot to think about!
I decided to ditch all of the ao stuff and turn this into a painting exercise, so basically i turned everything but the head back to basic colors and started over. I also worked on the head some more. I wasn't really enjoying working on this anymore, but doing it this way certainly brings the fun of it right back. so if any of you can come up with some crits to help improve this piece it'd be great!
Master_v12:You can push the lighting and post process of that scene a whole lot more. Try to create pools of light to lead the player or viewer down the hall way and harmonize the colors in post. I moved the lit column on the right further down as well to help the composition and placement of lights. I may of over worked the image and it may be a bit bright but the original was very saturated and hard to work with.
havent started on the ear yet.
whew its damn late but here something new. Can post the zbrush screen too if someone wants. Need some more work on the textures but zzzz....
How do you add those hard surface details in zbrush?
Looking good btw
LOL! I've got a fever..
I was thinking more of a Barry Pepper than Mr. Walken.
That is exactly what I thought. Looks good nevertheless Don
ThatDon, looks nice. The creases are not totally convincing, but overall it cool
Ged, great idea. should have ee aw as a sidekick
thanks Ruz and massbot, haha ee aw would be cool to do as well I will get pooh finished then I think its about time I finish editing my portfolio website and show it off.
Great work Don, I reckon youve got a good chance of winning that comp. Also there are quite a lot of new sculptors on that sculpting mini comp and they arent nailing the proportions/forms I want to help but there is sooo much to say
Per is that a door or gate concept? Pretty tight.
how about some nice carved pupils?
like this:
edit: image(s) should be updated now with new pupils.
a wip of mine =]
update on my part: subtle wrinkles + dagger details. still wip so crits are welcome!
based on the sleeping beauty castle from disneyland paris, all credits for the design go to disney.
@ThatDon: so cool, you stayed quite faithful to the photo
Very early wip for the ga comp
High poly for a sign I'm doing in a scene. I think I'm gonna call that the final high poly.