Hey everyone,
I'm about ready to call my latest environment finished. Titled, "Leaving Solace" I wanted to do a piece that evoked something of a pensive emotion, that I could develop using a skillset I'm not normally exposed to at work: atmosphere & lighting, and dabble in to Mudbox some more.
Here's the original concept I found online at the ArenaNet concept artist art blog. Unfortunately I couldn't find the specific artist at AN that created this.
One thing I'm hoping to see more of on Polycount are personal post-mortems people write on the artwork they're showing. The time you can spend on 1 thing can get pretty intimate and I am sure we all have thoughts on the work we're showing, good or bad. So, after the images will be my own 'post mortem' for this little project.
POST MORTEMENJOYED
Mucking around with Unreal's lighting & atmosphere tools is as enjoyable as creating the 3D artwork itself. Nearly instant feedback is something I definitely can't get used to. Having an idea and being able to quickly see it come to fruition makes for some fun creative moments.
I hand-painted 90% of the textures this time around. It was difficult, believe me, but I only visited CGtextures.com a small handful of time which in my day-to-day at work is the exact opposite. My current project at work has me painting textures so I wanted to get in some more practice this time around.
I really really enjoyed taking the tree in to Mudbox. Vahl taught me to work the largest of shapes and end up on the smallest of shapes and going through those motions on this was a lot of fun.
WOULD IMPROVE
Given the time, I'd love to go back and redo the face area. One thing I wanted to do with the concept was take the focus up and away from the face and bring it to the tree, as whats happening to the tree was the purposed area to evoke that pensive emotion I was hoping for. By doing that, in my mind, the Face became a secondary focus area of the scene but, showing this to friends before posting here, it was mentioned that the face felt like a primary area and thus some more time should have been spent there.
The mountains. These were created a long time ago for something else I was doing and were only ever meant to be placeholder. The original plan being they'd get a Mudbox treatment as well. However, because they're more for framing the scene and are only really shown in sihouette I opted to not take the in to Mud. However, I may do that still for practice.
The leaves coming off the tree are hand-placed. 4 individual leaf assets randomly placed. This isn't ideal for a real-time environment and if I felt I could afford the time some more they'd be done using an FX emitter, much like the bubbles in the
Roberta environment I created.
WORK-IN-PROGRESS SHOTS FOR YOUR ENJOYMENT
http://dl-client.getdropbox.com/u/17188/qb_wip01.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip02.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip03.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip04.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip04b.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip5.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip5a.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip5b.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip5c.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip06a.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip06b.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip07.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip07b.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip07c.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip07d.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip07e.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip08.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip08b.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip09.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip09b.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip10.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip10b.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip11a.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip11b.jpg
http://dl-client.getdropbox.com/u/17188/qb_wip12.jpg
Replies
Very cool mate.
That stone face is really below par, though, i think. It lacks any resemblance to a human head, but it doesnt have the cool, old, eerie style of more impressionistic ancient sculptures. It just looks like very, very poorly executed realism.
unfortunately, it doesnt evoke emotion in me maybe im just a cold hearted sob, but my eye enter from the left and get stuck in the tree. nothing happens. the colors and lighting remind me of a long lost, desolate place, of neutral+ charisma. the red and green pretty much stand for passive, with the yellow warms a plus, but maybe its a little too passive for 'evocative'. i think it lacks content to make me pensive about it, perhaps more of the face would arouse the questions...
i would suggest:
- scatter leaves on the floor
- add blue underlight below bridge/face
- build-up to the tree with oranges in other areas in the scene (placing leaves would work well, pay attention to the overall shape the leaves create to the composition)
About the face, it just doesn't read as a stone statue, both because of the texturing and the sculpt I think.
It is actually really cool to get some more info beside beauty shots, I gotta do similar way next time i finish something
I had played with that idea, which I think can be seen in one of the WIP's. In the end I left it out as to not distract but it was something I thought was neat. I may add them back in before I upload all of this stuff to my portfolio.
As for the head, I read it as being a nice marble, rather than stone, and went with that. Good points, though.
I'm hardly qualified to critique, but the amount of leaves coming off the tree really bugs me. I get the feeling that a gust of wind just blew all those things off, but at the same time I really wonder would the tree really drop that many leaves all at once? Because there's no real movement in any of the other vines/foliage I find the tree seems like it's just too much.
Also, the face irks me a little as well, I think because I see a different structure in the concept. The forehead seems to be sticking out much more than the cheeks. And it seems to be much more squared off as well. Like I said, I'm hardly qualified to critique, but I just drew the line that really catches my eye in the concept but seems to be lost on your final. thoughts
I hope I'm not out of line or anything. edit: Sup did a 100 times better job of showing what I was trying to do with my little line drawing.
The original concept has a lot of depth and shape, which yours is definitely missing.
Look for the planes. Your sculpt is lacking all of the forms which sell it as a carving, and all of the forms which give the sculpture personality and identity.
Saidin311 - I think if you picture the tree being a full, live, tree the amount of leaves will make sense. It does for me anyway, as right now it looks like half of them are off the tree. The scene was to be a bit 'mystical' and not quite 'real', if that helps.
SupRore - good post. If I go back and do the face I'll take your advice.
I think before I upload this to my 'folio I'll add in some orange leaves on the tiles and get some foreground leaves in the scene, at the very least.
It's a little too blurred for my taste.
Just searched for the concept artist myself, but the one I thought it was... wasn't. Seems like. Didn't even find your concept ^^ Knew the names of some more concept artist at arenanet than daniel dociu. Days ago. His page is here.
The post mortem is a good Idea, have made my expierences with my last piece too. Think they'll be worth writing down.
- not enough foreground in your final shots, if you compose it better you could sell its artistic and technical merits more.
-the atmosphere is just too much leading to a flat feeling peice, try reducing the fog and adding some particle based layered fog maybe
-the wear and tear in the peice seams odd, you have broken bridges, but saturated wood, lots of ivy but perfect stones, i would like to see some of the stones broken or pushed up by the trees roots
- you covered slightly too much of the stones trim in ivy, these created nice contrast to the natural stuff in the concept
- put some sharpe or chamfered edges in the rock underneath t give it a bit more form.
Vj
some crits:
-i think that tree is losing way to many leaves, it would be about 2 seconds to strip it naked at that rate! It adds way too much energy in what should be a moody piece i think.
-It feels kind of flat, the fog flattens out everything instead of adding depth, less fog would still give a nice feeling of depth without showing too many details (i assume the fog is there to hide the low resolution mountains) Also with lighting like this, i would expect the bottom of the image to be darker than the top, since less light reaches there, and more light gets scattered to the top of the mountains. you could do this by having some big omnilights illuminating the high parts, and a fog layer darkening the bottom.
the lighting is pretty dull, you could have used to sunlight better to highlight details/points of interest i think. Also this is cheesy, but some subtle godrays would have helped the scene , make teh light interact with the air. Fog would light up in an athmosphere like this.
-its hard to make out the material of the face, i think because the sculpt is kinda blobby, it ends up looking metallic?
good stuff though, keep it up!
Good work Adam.
I dont feel the tree stands out enough, maybe with the lighting a nice faked rimlight through pointlights would have worked well to pick out the sillhouette? model wise its my favouritest element. for lighting, a nice bounce light effect could have worked well on the under side of the tree.
beautiful
this reminds me of secret of mana... *sniff*
-add the bulge under the eyes seen in the concept (mine is fairly flat)
-bring the eyelids and bottom lip in, sticks out a bit too far
-add the indent on the bridge of the nose where it meets the brow line
-decrease the dip in the tip of the nose so its a bit flatter
-the eyelids may be a bit wide. will decrease their width and try that
-remove the tapered shape on the nose, straighten it
It deserves this extra attention IMO, so good call.
The bridge of the nose in the concept is rather broad and convexly curved, which gives it a distinct ethnicity/appearance. You might try to replicate that, but I also sort of think the way you're making the features of the face harsher give it a more solemn feel. For its being a stone sculpture though, I think rounded surfaces play on the hard corners well.
You could pull up the tip of the nose like you said, or you could angle the flare of the nostrils down. In the concept they almost match the sides of the mouth in a frown. With the expression you have now, I'd almost expect a bit of a furrowed brow, which is more a look of concentration than neutrality.
It's those shapes + rock detail I need to sort out, as the previous attempt was balls.
The angle of the head makes it look (to me) as if it might be safe from most erosion; it's pointed down, in a misty area, so it's mostly in the shade, which will encourage moss to grow. I'm not sure how much of an effect plants have on the erosion of stone carvings, but it would surely fill in all the cracks and pock-holes as the surface ages.
Where are the roots of the tree going? Maybe one would brush up against its cheek. Part of me is sort of sad you didn't go Incan on the tiles, but they are awfully beautiful anyway and I will stop pestering now. You know what you doing! Good luck.
Something about this particular view I find very inspiring. It gives me a lot of ideas and inspiration for paintings, and I think it captures the mood and emphasis you were going for very well. I think the leaves you added up top in the foreground really bring out the best in the image.
I do like this most recent arrangement of these "framing leaves" around the boarder of the image much better than what you had showed before.
A little too much bloom, it makes me want to rub my eyes clear...
The tree normal map needs more detail I think. Hard to see in the shots though honestly.
I really like seeing hand painted textures these days. From what I can see the tiles and the wood you could push more colors in the textures. The wood especially I think.
The face needs some more lovin too like people said. I'm always reluctant to put character based anything in personal pieces. So that's cool to see you tackle it.
Also the vertical pieces on the bridge holding up the rope is metal or rope? If it's metal there isn't enough detail in the texture. If it's rope it's too straight.
These are all nit picky details. The broad stuff, lighting, mood, etc I think you nailed.
The surface material sells really well though, this is a huge improvement as is. I also love the new lighting/leaves.
yeah top right FTW