This is a new scene that I am working on. I wanted to do something similar to the Pirates Of The Carribean games. It's gonna be a still shot of a street corner. I'm done most of the modeling, but I still have to add in a few more things. C and C are welcome...
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Im guessin you are going for high poly? if so, the canvas on the little booth to the right of the picture could use some rounding off. the outline just looks kind of jaggy compared to say, the barrels.
and the other thing, maybe model another barrel variation. broken, or open. something like that. using the same barrel a bunch of times in a small scene like this is well, noticable. at least for me. besides, pirates... chances are theres gonna be a broken thing here or there, ya know?
besides that, its lookin really good!!
Any plans to get this into a game engine?
Oh and if no one has mentioned it yet, welcome to Polycount
With pirates theres always the stuffed shirts chasing them! This seems to be leaning toward British Navy Post.
Looking pretty sweet =D
he comped an ao pass over a beaty render. this is always wrong and its why the first image he posted looks better!
http://mentalraytips.blogspot.com/2008/11/joy-of-little-ambience.html
it's the exact same time of day too, canden.
slipsius: I'm trying to not go for high poly, I still have to work on budgeting my polys. I am planning on doing variations to the barrels, the ones there right now are just place holders.
Ben Apuna: Thanks for the welcome . I will take it into a game engine once I learn how to do it but for now I'm gonna stick with Maya.
adam: You're right, that does look better.
dv8ix: lol. Thanks
ZackF: I'm working off of some references. I will be rendering it in Maya. I was planning on doing some hi poly projections but I'm not sure what ill do it on.
GugloPWN: I will eventually model some damaged objects.
Max
The overhanging building in the back looks a little strange textured. Maybe plaster it instead of brick?
GugloPWN: Yeah. I wasn't sure how I wanted to damage it so I textured it and modeled the damage later. You're right about the second building. It was bugging me too, I will be different in my next post.
Honestly instead of monkey rigging MR/FG to calculate AO I'd probably suggest using VRay for still shots. If its moving probably skip it.
The block out is looking good, you framed the shot well. I have a good feeling about this piece, I can't wait to see more
whats_true: I have a habit of doing my ground textures last. As for the smaller details, I usually add them around the end too.
Vig: thanks. I won't do that for my final render.
Seaseme: good point, there's a real time render below.
GugloPWN made a great suggestion about changing the brick building to plaster (which I think you are planning to do), I think that will help alleviate some of the brownishness as well.
I think rsharma said he's using Maya. Unfortunately us Maya users will only be able to experience vray next week when the first official release happens! A long time coming.
LOL, multiplying it over a beauty is perfectly fine if the AO is baked properly and the comp is done well.
Whoops! Difference of opinion! :poly122: Polycount mod's alerted.
Honestly if you wanted to set up the scene and render it out "technically correct" and post them side by side it would be interesting to see the "difference". I think it might put the issue in perspective.
This is game art you do whatever the hell looks great, and you're already doing that so don't think you're doing something wrong. Don't stay away from anything that looks good, even if someone freaks out and tells you its technically wrong.
It's good to know the ins and outs and listen to the different opinions of what is technically right but athletically its subjective and AO is a tool to get to an awesome result.
I love you. Let's have technically inaccurate babies together.
Can I join in too?
CastratedWeasel: I like the font, I might just wear it out a little more.
Vig: Thanks. I'll do what ever I need to in order to make it look great.
adam and PixelGoat: room for a fourth? :poly124:
Heres a little update.
Even on some of the timbers some parts might be exposed to the sun/rain and bleach out faster than the shaded protected areas.
But that depends on how it is unwrapped and how much crazy sat/tweaking you're up for.
I would suggest some variations of the wood as Vig's mentioned based on effects such as sunbake and perhaps even different types. The fruit section is definitely nice.
Maybe perhaps some clothing lines strung up across the buildings?
I'm curious, you say inaccurate, when the allegation was that it's "bad practise" to run AO over the final render or something.
Is there any reason to think that doing things in that way gives a less accurate (in terms of how lighting is computed or applied or something) result at all? Or just a bad choice of words?
I'm not being a smartarse here, I'm genuinely interested, cause I didn't think that it would make a difference (other than the scene not looking the same in real time)
needs some mud / dirty sand.
I agree with Vig about the Wood, try more variation. Also definitely consider more why the props in the scene would be placed the way they are. At the moment they seem kind of random or placed just to look good.
just some ideas.
-Woog
yup cos lighting is addative not negative in the real world and now thank fuck in good engines. its like the difference between old (puke inducing) backward shadow casting and new forward lighting
edit, and yeah get on with the ground, most important part of the scene and your lleaving it till last tch tch
Q: Does it shave a few hours of tweaking highly accurate lighting and shadow solutions that take even longer to render out? A: Sure.
Q: Are the results near the same and closer to what you see in real time? A: Probably.
Q: Is it technically inaccurate for a beauty render? A: That depends if it looks amazing or not.
Most game artists multiply the AO over a beauty shot because they are used to running out AO over the top of their flat color diffuse maps. Technically bad to do, but most of the time it works out.
My bottom line: It allows you to use incredibly cheap and fast rendering techniques and gives good results. Speed and beauty.
Or
Technically accurate and long on time with harder to tweak results.
I'll take fast iteration I can tweak easily, especially for WIP shots.