So, not building this for any game in particular? Any TYPE of game? I ask because I am not sure which sort of game your approach would be used. Perhaps something like the Resident Evil's of yesteryear where the camera is controlled and players will not get close to things. Otherwise I'm not so sure this really the best way to showcase your skillset.
The scene looks decent, don't get me wrong. But if this is going in your portfolio be prepared to answer questions along those lines.
And with that, can we see some shots of the buildings up close? Wires too?
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.
Keep in mind bullets holes usually aren't just random. They'll cluster around the buttoms of building at the corners, corners of windows, doors. Think of places people could have been hiding and shooting from and put holes around them. Make use of story telling.
Love the update Mistry, One thing i am wondering is about the war damages that these building take,So are you planning for something like that?,i mean a lotta bullet marks on the walls,debris,destroyed walls,buildings etc. Just out of curiosity .
Nice One!
Love the update Mistry, One thing i am wondering is about the war damages that these building take,So are you planning for something like that?,i mean a lotta bullet marks on the walls,debris,destroyed walls,buildings etc. Just out of curiosity .
Nice One!
Vj
i have marked out some areas with bullet holes and broken bricks, i just have to go back and refine them to make them stand out.
update:
first pass on specs and normals, still have to go back and refine them.
I'm also working on different camera angles (second pic).
Also i'll be adding wallpaper on the insides of the exposed buildings, and i need help with creating glass. As you can see on the green building the glass is actually black even though all the other glass have the same material, does anyone know why this is happening or even a fix ?
Glass could be black because there isn't enough environment to reflect? Looks like it's reflecting some stuff but you maybe need an environment map or something similar to sell it?
You could make a big dome around the scene which isn't visible to the camera but affects the window reflection?
Glass could be black because there isn't enough environment to reflect? Looks like it's reflecting some stuff but you maybe need an environment map or something similar to sell it?
You could make a big dome around the scene which isn't visible to the camera but affects the window reflection?
This has been one of the best threads to watch here lately.
Not many people can do 'authentic', it takes research, restraint and an eye for telling a story.
Its very refreshing to see someone use these ranges of colour and tone, thanks for sharing.
It turned out great, nice job. My favorite detail is where the roof turns brown/tan where it meets the chimney in mistryHiten_WebFinal_Store1.jpg, the black storefront with two barrels at its entrance.
I agree that the colors were a great choice. It's nice to see a departure from the drab palette in most urban scenes. You took a subject that's been done to death (WWII) and still made it visually interesting.
Superb textures. IMO the scene could have been made more efficiently, but lots of the local details would have been lost. This sort of artwork would be great for games like Resident Evil.
I wish the back corner had some artwork added to it instead of feeling like it just finishes as IMO the street corner would have been fleshed out more-so if it were there, but hey.
Definitely not efficient in the least bit. It looks like something that could with a few tweaks be. But I wouldn't care about that so much cause it looks really great. Textures and attention to details in the model, etc are great. It's nice to see artists focus on silhouette in environment pieces. Great job!
Replies
The scene looks decent, don't get me wrong. But if this is going in your portfolio be prepared to answer questions along those lines.
And with that, can we see some shots of the buildings up close? Wires too?
@Frankie: thanks bro.
@adamBrome: thanks for the advice, but i still have plans to have this in my portfolio. Wire and close up are coming soon.
Maybe next scene delivered the same quality with more realistic constraints
Saved in inspiration fo sho!
Keep up the great work!
Also where did you find the references ?Ive searched everywhere for good refs
Keep in mind bullets holes usually aren't just random. They'll cluster around the buttoms of building at the corners, corners of windows, doors. Think of places people could have been hiding and shooting from and put holes around them. Make use of story telling.
@Disting: thanks !
@ndichiaro:lol, thanks.
@Thewiruz: thanks, dude use Flickr.com it has some really great stuff !
@ohnein: thanks for the advice man !
and here is an update !
i'm still tweaking the textures on some of the props.
starting on the bump/spec
Nice One!
Vj
i have marked out some areas with bullet holes and broken bricks, i just have to go back and refine them to make them stand out.
@hendrix: thanks !
first pass on specs and normals, still have to go back and refine them.
I'm also working on different camera angles (second pic).
Also i'll be adding wallpaper on the insides of the exposed buildings, and i need help with creating glass. As you can see on the green building the glass is actually black even though all the other glass have the same material, does anyone know why this is happening or even a fix ?
thanks for the tip, i'll be sure to fix that.
You could make a big dome around the scene which isn't visible to the camera but affects the window reflection?
thanks for the tip.
unwarps and wires are coming soon !
Not many people can do 'authentic', it takes research, restraint and an eye for telling a story.
Its very refreshing to see someone use these ranges of colour and tone, thanks for sharing.
Keep it up!
@NyneDown: thanks !!
@killingpeople: that ones my favorite too
@Slainean: thanks dude
Here are the maps, for the 3 buildings.
neat stuff indeed.
I wish the back corner had some artwork added to it instead of feeling like it just finishes as IMO the street corner would have been fleshed out more-so if it were there, but hey.
@adamBrome: thanks for the advice i'll be sure not to make the same mistake on my next project.
@Zcorpion: thanks man !
@jeffro: thanks