This is a portfolio job, some of the objects for this I'm hoping to display individually, not sure whether it will be animated or not yet.
It's supposed to be set in Texas, a grimy chicken shack with fat Freddy holding a skinned chicken in one hand and a cleaver in the other
At this time I want to get everything done with the scene leaving the chickens and the main character till last, some may say it is better to build the scene around the character and others may say the scene first then the character.
Replies
Are you going for a stucco material on the walls of this house? If so, I would recommend putting some more of those lumber pieces (like the ones you have supporting the pointed rooftop) along the corners of the house to unify the style a bit more. This building has a strange variation of different materials all married together - give them a bit more cohesiveness and harmony by grunge-ing them similarly. I think it will help sell it more.
I like the truck in the middle photo the best, with the shitty chippy paint. I also like the overgrown grass around it. these kinds of details will help your scene immensely.
Cheers sir!
Get some reference or a concept for the building. Looooks like ur building from imagination. I could just be on the wrong side of the tracks and we could have a whole neighborhood filled with those type of buildings...
I'd say do something more like this.
http://carpedurham.files.wordpress.com/2008/03/food-019.jpg
I like the texture work, but not the ground - then again if it's temporary, I guess that can slide. The pillars of the building though, those giant concrete slabs on the corners of the building seem a little out of proportion. The're almost too big and thick to be supporting such a tiny roof. Do you have any reference for the architecture? I'm just wondering if designs like that exist. Another note about the pillars, when compared to how nicely detailed the wood veranda is, and the roof, the pillars look kinda flat and blah.
Then there's the building as a whole ... at first glance, it's pretty nice. Textures help sell it. Then as I look at the design as a whole its like, hold on something's not quite right. I'm no architect so I can't pinpoint what's wrong exactly. But I really suggest looking at reference more closely.
I think things are a bit too straight, a few cuts and some FFD and you could fix that.
*updated
* Images updated
Diffuse in progress, trying to take it one thing at a time instead of rushing.
Vj
Just made a decal for the doors of the truck...
Truck looks pretty cool. Is that some kind of weird artifact on the rear fender? It almost looks like it's clipping the viewport.
*Updated
Is the fender fixed? I think that smoothing error is still there.
also on the bottom it seems to be a bit empty or to light - like if some construction stuff is missing that holds the weight at the rear.
The high poly vehicle all modelled in max;
renderhjs this was my reference mostly. It's just the design, weird I know, like the door handles too!
Working on some props to give a feel for what the env should look like.
A-Train - Might consider changing that although have grown to like the design now apart from a few things here and there with textures. Thanks too for your compliment
Air con unit reference;
ps: thought this was a powerful computer until max locked up when opening pshop to overlay the renders, bah!
nice model tho!
Good work!
this is more along the lines you might see something outside a resturant like what youre doing
Will change the rear fender too, it's not a smoothing issue though, it's floating geometry that I thought would look good if it was a lighter colour than the surrounding parts
Other than that one or two texture changes then it should be good to go into the scene.
c0ldhands - thanks man, will keep you posted :icon60:
oobersli - absolutely correct it's an industrial a/c unit Thing is I was trawling the net trying to find some nice big reference pics of old a/c units for restaurants/small businesses and they all looked like those you posted. Just felt that it was a bit boring and wanted a bit more spice if you know what I mean. Thanks for the heads up and considering that I will make the textures huge for this and try not to exclude any modelling details so if this does end up looking out of place in the final scene it shall be worthy of a standalone status.
butt_sahib - only time will tell :icon60:
renderhjs -thanks!
Needs cross brace peices though.
THe corrugated iron doesnt need to be shelled, just have a duplicate with flipped normals. (i think.) There are alot of thin tris there that dont add to shillouette.
Done with this for now, here's some max renders...
Ps: the wood high poly normals looked crappy rendered like this so they have been removed apart from the wood grain, I actually think it looks better without it, what do you guys think?
Now building high poly structure, pretty boxy atm but things will get hectic soon...
Remodelled the roofs and started on the dammage.
http://scriptspot.com/search/node/random
like:
http://scriptspot.com/3ds-max/mass-randomizer
http://scriptspot.com/3ds-max/randomize
http://scriptspot.com/3ds-max/px-locorandomizer
http://scriptspot.com/3ds-max/randomizer-0
it really makes the difference using such scripts because it will look much more natural. Especially the roof tiles need some slight random rotation.
ZacD - aye this will be a low down dirty establishment for your fried fast food!
renderhjs- thanks for the links they look very useful but I can't seem to get the scripts to work, wondering if it's anything to do with me running x64 max? The scripts won't run for some reason, tried everything I know which to be honest isn't alot, scripting isn't my area at all halp!
So if you take the first script, it links to:
http://scriptspot.com/files/Tik_Mass_Randomizer_v1.913.mcr
which is a macroscript (mcr = macroscript), a macroscript is container that holds the maxscript so that you can bind it to a shortcut or some icon in your interface.
So to get for example that script running:
1.) download it
2.) go to max
3.) hit F11 to open the maxscript listener
4.) pick file > run script
5.) pick that downloaded mcr file
...it should now evaluate the script but you might not see anything...
6.) now go to customize > customize user interface
7.) click on the toolbar tab (we will create a button in the interface)
8.) from the "category" list pick "Tik Works" because thats written within the mcr file
9.) in the action list you should now see "Mass Randomizer", drag that item into your main toolbar of 3dsmax (yes drag and drop!).
You should see a new button in the main toolbar at the spot where you released your mouse from the drag/ drop action.
Close the customize window and on the toolbar on the new button right click on it to customize it (icon, text, label,...).
Each time you now hit that button the floater for this script (a window panel) will appear, you can work with that now.
Front
Back
App
renderhjs - found out that I can't use the randomizer script with the way I built the roofing - the divisions are just negative extrusions across a horizontal chamfered box to make it look like seperate tiles. Still though I WILL put this to good use very soon, cheers
Just the new cable & plug as up there and some small electrical wires left to bake then it's onto texturing