So going to start a small invasion, my demo class at the Art Institute of LA is going to be posting content from an internal portfolio class challenge here.
The challenge is to make a realistic scene in a game engine based on a photo within three weeks.
Enjoy the flood.
Replies
i'm assuming the former.. this'll be interesting. thanks?
I picked the cloud city from Star Wars. wee
Decided to go a different direction with this project and make a nice personal scene with all sorts of creepy, I'm working with khalil and Ahmaad not sure what their user names are yet.
or for those with no sense of humor the Art Institute of Los Angeles
shame shame my friend:)
What's a GILF.....?
Its the flower pattern for the wall paper in photoshop. I'm going to make it tillable and add some over lays to age some age to it.
all critique are welcome!!!
btw, is marks or clayton the instructor for the class?
also.. I'm confused with your flower thing killah? what exactly is that for? it looks pretty tileable to me right now. not sure how you mean to use it? in a scene?
yes andy and nick and a new guy are the instructers
oobersli- i had to delete one of the flowers from the top and one from the side to make it tillable. and this is what i have so far...still wip
Yes...this is me....AI OVERLORD! I SEE AND HEAR ALL.
Hehe yeah this thread is serious. This class is made up of numerous times of 3-4 people to make an environment in 3 weeks. The thing that might be confusing you here is that people from all the teams are posting their progress in this thread.
Maybe one thread per team would of been a better idea for this.
This is going to be confusing.
Let the chaos ensue.
Here's what me and my tream are doing. We are team WASTE MANAGEMENT! Woop woop.
Don't know what my team members forum names are yet so here's our concept for now. There are four of us in a team.
Image credit to Cesar Martinez. (Had to lower the res on the image. It was HUGE.)
what up everybody, I'm AJizzzzle and I'm posting My Teams concepts. Be on the look out for this one!
P.S.
i agree, it was a redonkulous request for our whole class to post EVERYTHING inside of one single thread, sorry everybody....blame Nick Marksly. lol
~ AJizzzzle ~
When we are done...will have a submission thread too for judging.
PS... hi snight:)
so i did some changes with the brightness of the wall paper and added some light detail scratch to the flowers and fixed a tiling issue I had.
And I also posted one of the dolls I am working on which was created from a female body and modified in zbrush.
My team is doing the same thing as Soid3, sorry guys.
Zebra'ed it, then projection map, threw some quick overlays on it. 450polys
I'll fix up the textures and finish off the steps and floor the same way 2maro.
oh...i see what you are talking about. you should really model that poly in and create that spot with a texture...doing it the way you have it now will leave a hole into the darkside.
also you need to add some width to her chest and don't define the brests so much...she looks older than the concept..it might just look that way because your shadows are black and you are rendering over a black background...try grey...you can read the volumes better...
is that the head you are using or is that just a base?
and just an idea for you guys....on your posts stick your team name at the top...it'll make it easier to keep track of what each of you are working on
do you like fish sticks professor xxx?
whats up Snight!! <
super star
To be honest I really think this needs to be reworked. I think you got a ball park general shape down but that's about it. It really does not capture the details and character of the concept.
You really need to go back and remake the high poly. You don't have line extrudes or bevel details on the top like in the concept, No bullet holes, faucets, or even the graffiti that gives it personality.
The cracks are too big and random, and if you look at the concept there really aren't huge cracks like that. Also the stone texture looks too low rez and noisy.
You really need to just look at the concept and match it as much as you can. The edges/corners on your model look to soft and bubbly where as in the concept it is a lot more hard edged.
Then also comes the little details like the graffiti,water stains and grime. Notice the water and grime on the top and bottom bevels from rain/water? You need to mimic that in your texture. You've got some brown stains on it, but it isn't really realistic to how it would get there. There would mostly be stains on the top and bottom bevels but not so much on the inside.
Then finally as this is foreground object you really want this to have crisp resolution, it looks too low rez so I think you should look into generating a higher rez normal/tiling normal.
I been working on the textures to lessen the cracks, and smooth it all out. Like I said, I just threw on some quick overlays to give myself an idea of what it was gonna look like.
also, are all the sides uniquely unwrapped? you could get away with 3 sides unwrapped since thats all youd see at any given time.
this is just a quick overlay i traced around the doll and then moved that onto the model...it is in no way accurate but it helps to get the point across...but here we go
the head is way too small as it is...the nose is too low and the mouth should be frowning...big puffy cheeks and chin...everything on the face is puffy
the chest is too low...bring it up
bring the shoulders in closer (the seam where the arm connects to the body) they are too wide
arms are too thin
...the underarm on the doll meets the torso at about the same spot where the chest meets the abdomen. (isn't typical in anatomy but that's the way the doll is built.)
legs are way too long and thin and the feet are too small.
on human the tapering of the appendages you have on your model is correct...the forearm is typically smaller than the upper arm...and the hand is smaller than the forearm..but on the doll the arms and legs are a lot less tapered....they are like lumpy cylinders
hope this helps
for those of you interested a WIP of the ca-ca doo-dee version
Subject to change.
WIP of my car for our teams scene. A 67 Dodge Charger. Found a cool tutorial for tires and rims. Will get started on those later this week.
~ AJizzzzle ~