Gotcha! Ok this is a new scene I'm starting. Here are the concepts by Arctis over at conceptart.org [yes I got permission].
I am going for a handpainted realism style. Here is what I have so far. Comments and crits appreciated. I plan to get this in the Crytec engine or perhaps the Marmoset toolbag.
Blockout of the interior.
Lamp
Stove wip
Thoughts?
Replies
- ground plane
- boat
- add the bits which were added once its landlocked
- then populate with props
- outside add the flotsome and jetsome
- then pile the sand up round that
also on another note, the lantern, could be alot more effecient and look the same, firstly the mapping could be halved, by only rendering out one side of the main round and tiling it horizontally, as you never see both sides at the same time.
stylisticly it seams a bit flat too, old glass lamps like this were often blown straight into the cage, so the glass would bulge out, which would be a nice effect. also where are the holes, looks a bit air tight for a flame to exist in there, i would consider revising it so that it has an mostly open top.
im geussing that middle map is the spec??- if so it needs work, the glass should be the most specular thing with the dirt as mostly non-spec, so push the levels on that, and the metal would be nice if it was low spec, but with some sharpe highlights.
I would consider revising the lamp totally as its a kind of feature, and keep the same size map, but split the shaders in two and duplicate the glass cylindersection. so you would have the metal parts mapped on to the outer bit with a stencil alpha and the glass on the interior duplicated faces with a slight self illumination and ref map
Looks like a fun little project!
Aside from the horizontal edge loop removal, I think its a good block out so far.
It might just be me, but maybe using a single 512 map for a small prop in the scene might be a little over the top. Perhaps a 256 would work just as well in the long run. What do you think?
Can't wait to see more!
-peace
Any of the vertical edge loops would have given you exactly the same result.
Also, awesome thread name.
theDead- True that, I will try it with a 256.
EarthQuake- True, horizontal ones would work, but I don't see how that would work texture wise, for tiling. Btw, sick burn on the title name, thanks for that.
Also, the shapes on the highpoly stove could really be exaggerated, get a lot of thick pieces and chunky details, it could look really cool. Right now all the details seem pretty thin, small and flimsy. Scale up the hinges, add big rivets, thicken all the trims and the feet, IMHO that will look much better.
Apart from that it's shaping up well, keep it up.
MOP- weird it looked like a normal map earlier today
I came to this thread and all I got was a sweet boat.
nice, somewhat vague concepts, looking forward to your progress.
Here is a WIP of the outside of the boat. Still deciding if that's the texture style I want.
Here is the texture.
And here is another style I was toying with.
Ideas, comments, crits?
As for the boat, the initial texture isn't saying much (Geometry looks fine, albeit a bit linear) but the more stylized style you're going with in the second pic I think would work much better for the piece, considering the concept looks pretty comic-y in it self.
Might take you a long time to paint the detail on the texture though...
Anyway, another thing that struck me is that the metal smoke-carying dong that's protruding from the roof looks pretty straight, so maybe you could stylize it a bit? Like make it crooked and a bit out of proportion?
and the two textures I used.
I plan to sculpt the terrain and paint in the textures in engine. I know it's a bit darker than the concept, but idk, I'll see how it fits later on.
small update
Im expecting to see some extreme zbrush sculpting on those wood planks
@Butt- I'm not sure if I am going to sculpt the planks, maybe sculpt a tiling wood for everything, we shall see.
Here is a WIP sculpt.
I hope you stylize the boat exterior 'walls' a bit more in your highpoly or later. have a few sticking out a bit more perhaps, it looks a little strange with everything else poorly fitting together to have a perfect plank wall, especially as I'd expect that area to experience the most amount of strain over the life of the structure.
I'm diggin it man!
I still have a few seams to clean up, and those scratches don't look to good. Have to fix those. I haven't had a lot of time to work on this as of late. But trying to knock some stuff out now.
I'm having a hard time figuring out how to model the wood plank parts. Do they need a normal map? Would it really benefit it? I'm just really bad at sculpting. Everything always ends up blobby and uneven. Just model in the imperfections maybe? Any ideas or tips on work flow would be great.
Anyways, what do you think about the texture wip here?
diggin the style of thar prow, but agree that the plank details need some more work