This is the first scene i created when i started working on my modeling, i think its about 2 years old this project is a challange to me to see how far ive come.
Ill have updates soon
just polishing off some art assets as we speak. my goal for this project is to update not only the modeling but how the general feel and look of it overall
Replies
cant wait to see the exponential growth in awesomeness.
gl with the project
The windows are kind of confusing to me? Are the windows boarded up from the inside and the glass is just broken out of some panes? You could probably afford a little more texture space and polys, and split the wood, glass, and background into separate pieces. That way you could selectively remove certain panes, or replace them with boards in different places on different windows, without requiring the texture space for multiple complete windows.
Looking good though, keep it up!
update:
After i get a the basic layout done im going to throw this into ut3
the new transitions on the upper wall are better, but the bottom part with the brick is really too big (high) i think, it tiles really obviously and doesn't look very natural. I think what SHEPEIRO said originally is a better idea - just have a very thin part chipped away, like probably not even the height of one and a half bricks at most. and try to make it not tile as obviously
this whole scene should look really nice if you finish up the rest to this quality, and light it nicely.
I'd also put a plane with a darkish color behind your glass, so at least it doesn't look like all the windows have been plastered over.
Subscribed.
im gonna use that for normal map projection also i was just playing around with the light set-up :poly142:
at this point im going to start importing the models and materials into ut3, i just need to find a way so it does not compress the textures :S
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with an overlap. yours as you have them currently would be extremely leaky
It's magic!!
The manufacture makes different colors, obviously right? But they don't really mix the tile up real well themselves, there's no need. From what I've seen, they load them to a pallet in stacks of 5 or 10, so they must be loaded by hand. The roofer will usually be the person who mixes them up all nice-like. With "Indian Popcorn" roofs like these, left over tile of the same style, is usually mixed in to save money.
In regards to the texture compression with UE what I found to work was setting the LOD bias of the texture to -2. You can find the setting when you double click a texture in the generic browser.
ETA: Looks good! Your lighting actually looks really nice for what I assume was just a first stab. Start flushing out the foreground and adding some depth!
i need to make around 20 props for this scene so dont expect alot of updates from me for awhile :P also like the note i will be fixing the roof/tiles i just threw tha in, and the tunnel will open on the other side just closed it off for now :P
also is there anyway i can get my specular to shine a little more in the material editor?
thanks for the critique man, i am actually going for a more stylized look been looking into how to get simple black lines into the geometry which is harder than i thought as some of the geometry are bsp brushes.
right now i think im at a point where i want to set a mood in the scene and stick to it throughout the rest of this process. i was looking at some street fighter 4 and Darksector screens and hopefully if Im able to cross the two styles together. i might turn it PP down a little, and of course reduce the sharp black shadow on the left :thumbup:
I would love more crits on the lighting itself as it the area of my work flow I need work on the most.
esoecuakky since the confining walls would pretty much force a tall composition, something breaking up the skyline and casting shadows would be ideal.
yeah it doesent help that the scene is bare bones right now but i plan on creating: wires, balcony's etc to interlace so that interesting shadows are created. but how about the mood as of now do you suggest i change it or keep it in place, i personally love it but my eyes lie to me sometimes.
cool cools. Street fighter 4 has a real nice style going on...would be goodl to see ya pull smthn off in that vein
Although, I have seen a reference picture (real) that looks like what ae is doing, but the air conditioning unit really struck me, as it does look like yours... although most air conditioners kinda have the same feel, but the colours used for the text for example... maybe to close for comfort.
yeah man although im going for a different feel that what you did i have been using your picture as refrence basically as a bar i need to reach :P
Heres some other refs i used also if anyones wants to know:
http://image32.webshots.com/33/3/92/75/293039275TJfpvn_fs.jpg
http://www.davidtanner.com/spoleto_alley.jpg
http://z.about.com/d/goeurope/1/0/s/L/urbino_2.jpg
http://i.pbase.com/o4/11/635511/1/63235949.c7KZsrmM.italyscene.jpg
http://www.italy-weekly-rentals.com/webpages/ACCESSORI/TOTHESOUTH/gaeta/alley.jpg
http://www.worldofstock.com/slides/ADT1666.jpg
http://thumbs.dreamstime.com/thumb_164/1184500360KYnXgu.jpg
http://members.cox.net/mkpl3/italvac/020-siena-alley.jpg
I hope i didnt offend you by using your piece as ref? :thumbup:
My advice however, would be to rarely use existing game art as reference. What you see in others work is the culmination of a lot of learning, trial and error, and research. If you don't do these things yourself you'll stagnate, and even worse you won't learn valuable lessons that can be applied to future projects. The scene you're referring to was completed over a few months working with other artists and went through several stages before arriving at what you see.
As for your current assets for this environment, my crit would be to spend more time on each asset and get it right. Focus on your photo ref and hone your workflow and skills. .Nail down the materials and texturing before moving on. Each piece looks a bit rushed.
Best of luck,
-Tyler
thanks for all the advice and feedback guys
updated shot:
props ingame:
wont update this until i make some real progress on the design.