I suggest thinking a bit more modular, what you have is great, but with a few modifications you could take these few buildings and create an entire city block or city out of them.
i also agree with vig here,but if you are so sure about your scene and the camera(if not for any game engines) you can continue the way you have now.
But if you need a map like what you see in COD,MOH etc, you need to think of modular world design which,where you break your assets into pieces and use the combination to build variations.
Can you also post some wire shots? preferably bigger size,its hard to find details now in ur image.
Keep it coming,i love this!
Vj
my only comment would be with regards to consistency. I mean, from a wear and tear perspective i think its spot on and i really like it. But i dont know if realisticly you would find so many different sorts of building in such a close vacinity? Do you have any ref you are workin from or not? I would expect to see common architectural traits between at least some on the buildings where currently i feel the only thing holding them together and making them believable is the amout of damage they have each received. I could be completely wrong as i know little about the era so feel free to correct me if i am Other than that i really like it.
Haven't seen one of these for a long time. Everything seems unique as said. I'd like to see more added to the scene though as it looks like you got a nice portion of it built and just started detailing it out. Adding on the composition a noticeable hero building might do the trick.
@frubes: I'm working from reference from 1944, all the buildings in my scene are from Normandy,France. The layout of the street is similar to my references.
What resolution textures are these? If they're all unique, I doubt this would ever fly for todays production. A lot of what you're after could be achieved with proper world textures and decals.
What resolution textures are these? If they're all unique, I doubt this would ever fly for todays production. A lot of what you're after could be achieved with proper world textures and decals.
As well, normals and spec would help out a bit.
The resolution of the textures are 2K for the buildings.
Normals and specs are coming soon.
hey guys,
so i basically finished the first diffuse pass and i'm in the process of FIXING and fine tuning everything. Here is a pic of the entire scene with some of my notes of things to fix.
Texturing is looking awesome, I would really like to see some of your flats when your done with it all if your willing to share
For lighting you could try the MR sun and sky system. You could get some good lighting down pretty quickly for this scene using it... that is if you are using mental ray lol.
Looks sweet! My only concern would be that while it looks great in a full view, up close some of the window-frames and insets and stuff is very chunky, with scrapemarks etc in the textures disregarding the shape and edges of the geometry... you might wanna go in and give these details some love so it holds up close up as well. Any plan for getting good normals for these textures, or are you going without, you rogue you?
I think we'll let adam talk for himself. It's just trying to figure out the end game for the piece. If you are trying to render out a scene for a portfolio for movies or cinematics then high res textures like this might be ok, but then he might as well go in there and sculpt the buildings as well, if it's geared more for games he should use more tiling textures and decals.
That's what I was alluding to earlier asking if these were unique textures, in that it may look nice for a cinematic but I wouldn't be putting it in a portfolio and expecting it to be looked at for proper workflow.
Replies
I suggest thinking a bit more modular, what you have is great, but with a few modifications you could take these few buildings and create an entire city block or city out of them.
But if you need a map like what you see in COD,MOH etc, you need to think of modular world design which,where you break your assets into pieces and use the combination to build variations.
Can you also post some wire shots? preferably bigger size,its hard to find details now in ur image.
Keep it coming,i love this!
Vj
@vj_box: thanks man ! i'll post larger wires soon ! as for the project its only gonna be a still render and not a playable map
ok guys, done blocking out the textures for the first building.
I'm gonna go back and fine tune it, and i'll be changing the lighting .
@whats_true: lol !
@NyneDown: thanks man !
@Talbot: thanks
ok guys here is a larger render,not changes just a bigger picture.
finished blocking in the next 2 buildings, i'll be going back and refining them later on.
not as dead as space marines.
@PixelMasher: Thanks man ! i've really improved my texturing skills over the past few months
@Minotaur0: Thanks ! (and there only gonna get better over time :P)
@warby: thanks
@dejawolf: lol !
@carlo_c: thanks bro !
@misterboogie: i still have to go see that movie thanks !
@konstruct: thanks man !
@Kevin Johnstone: thanks a ton !!!
@EbolaV: thanks man.
more to come real soon guys ! I hope to put this picece in my portfilo.
Cant wait to see the finished Env,Plz give us more!!!
Vj
thanks man !
ok guys, i finished blocking in the fourth building. Its just it's first pass, i'll be going back and refining it.
yep, all are unique
@frubes: I'm working from reference from 1944, all the buildings in my scene are from Normandy,France. The layout of the street is similar to my references.
@pliang: thanks for the advice !
@LEViATHAN: yes.
@imb3nt: thanks bro !
finished blocking in the other 2 buildings, i'll be going back and tweaking them later on.
As well, normals and spec would help out a bit.
The resolution of the textures are 2K for the buildings.
Normals and specs are coming soon.
@sampson: here is a close up. looks ok to me, for a first pass.
Thanks bro !
great work
hehe, thanks.
so i basically finished the first diffuse pass and i'm in the process of FIXING and fine tuning everything. Here is a pic of the entire scene with some of my notes of things to fix.
Um...ok~~
Not a fan of the lighting. Everything seems kinda dulled down. Might just be the Grey background messing with me.
For lighting you could try the MR sun and sky system. You could get some good lighting down pretty quickly for this scene using it... that is if you are using mental ray lol.
Give it a shot.
Vj
Never mind adam, he doesn't like hi-res textures
@imb3nt : thanks
@carlo_c: thanks, and thanks for the tip.
@ adamBrome: i'm not building this for any game in particular.
@rasmus:thanks, and thanks for the tip.
That's what I was alluding to earlier asking if these were unique textures, in that it may look nice for a cinematic but I wouldn't be putting it in a portfolio and expecting it to be looked at for proper workflow.