This is the setting for a gritty, urban environment - a ruthless playground for criminals and low-lives.
The total scene comes to just over 77,500 triangles.
This is currently the main piece in my portfolio, but having seen some of the work from recent graduates, I think I've got a long way to go, before landing my first job as a junior 3D artist.
More pics -
http://www.ibrahimwahab.com/gallery/pitcher.html
Replies
It might just be me but some of the posters seem a bit too high up on that wall next to the stairs.
The repeat of the brick texture on the back wall is quite noticeable you might want to find ways to tile it a bit better.
Since you are going for a gritty low life area, I'd say put more trash and graffiti everywhere, maybe some homeless people "nests", abandoned shopping carts, urine stains, broken bottles, maybe a chalk outline of some random murder. Perhaps break the glass in some of those windows/doors.
I think the overall lighting could use some more deep shadows. Maybe knock out some of the lights, those criminals don't like to be seen.
Overall I'd say you've got this scene pretty far along, just needs a few tweaks to really push it to the "awesome" state. Keep it up
Agreed. Nice looking scene so far, but it's way too clean. Dirty it up some more! I like the poster textures over the stair's handrail, but Ben's right - it'd be more hassle than it's worth to get the posters on the right up where they are. Maybe relocate them to above the handrail towards the upper stairs?
Looking forward to seeing some updates - good work so far.
What about your scene says that statement?
nice attention to detail on the "Pia o" sign and the assets look good. Keep it up.
But seriously you're off to a good start.
Grime in cracks and corners, overlays if you need to.
Water stains and a general unclean pass are much in need.
Break a few lights, create some shadows, some dangerous dark areas.
Park benches in a high crime neighborhood would probably be secured to the ground in some way.
Dig up some slum ref, you'll have more ideas than you know what to do with.
@Mr. Apuna: I like the idea of having homless nests in some parts. Also regarding the lighting issues, I always can't seem to get it right. I try to have deep shadows, but then people complain that it's too dark - need to work on that aspect a little more.
@Logan5: Perhaps 2 years ago I may have had a chance at getting a junior role, if I had a piece like this, but it seems the games industry is moving so fast, i can't seem to keep up with the new graduates that are creating some amazing work these days.
@Danshewan: Cheers man!
@EbolaV: Wouldn't blood be a little overkill? Although that give me an idea to add some bullet holes perhaps..
@Adam: Erm.... that "Police Line Do Not Cross" line across the stairs....and also that someone's stolen the "E", "R" and "N" from the sign above the bar. That's about it, lol - but I get your point, more criminal undertones in the scene.
@nfrrtycmplx: The Wire! - good call. I'll be getting some ideas from that show for sure... thanks for the tip
@Vig: You know... all this time I've been working on this piece, I've neglected to use any references other than the photos I've taken of the building, which is a nice, pleasent area... This feels like a "DUH!" moment.
@Dekard: Ye, I think I posted this up on my sketchbook, but an older version of it - which I don't have to show for comparison - but take my word for it, it's an emprovement :P
EDIT:
Another great one by Vig Lighting Basics and You...
Thanks! But nope I already have that bookmarked. That is a excellent site though. This site i'm talking about a site that really explains color moods and color theory for environments in detail.
EDIT: I remember one environment example that explained color theory. The example was a shipwreck in the middle of a dark jungle area. This was on the site I cant remember right now. Oh well...
Mainly on the lighting, a couple of busted up windows, rescaling the ground texture and also removed a couple of pieces that didn't really add much to the scene.
Too dark?
In terms of composition I think this would work a teeny bit better if you had the other dock light lit (to the left) instead of the one that is now. Right now it's like three evenly space vertical stripes which isn't compositionally engaging.
I agree with Zack I think you sling shot the other way. Which is good you're finding the middle ground. I think you need to adjust the color of your lights a bit. One thing to consider is that since this is an urban environment, you get a bit of light pollution along with regular pollution. Adding a bit of atmosphere to the scene will also help boost the dirty gritty look a bit.
Maybe crack a door open a bit and have some light from inside spilling out. Like there is something going on that shouldn't be. This would help the composition, give a little story and add some detail to a pretty dark area.
Also adding a few details behind the scene can help hint at a larger world, they don't need to be big and extravagant maybe a few simple silhouettes of buildings, or maybe just some orbs from distant street lights. You did a good job of this in the foreground, on the dock with the wires and the water, just need to carry this over into the background.
One thing that helps when doing composition is to squint at your image. This allows you to see you're major pools of color and what kind of impact the lighting has . If you only pick up a few blips and its mostly washed out it might be too dark.
Hope you don't mind but I did a quick paint over.
I've added a few pieces in the scene, which still require texturing, but how's the lighting now? Still too dark?
Atm it gives me the feel that the area has been abandoned for like about a week
The tri count is just over 80k - though still some unfinished pieces and textures, which are currently on hold as I'm having way too much fun playing the lights
There are dark areas in the scene, which I want to remain dark, even though it's difficult to make out some of the assets (they are all litter props anyway) and tried to brighten up specific areas of the environment some stronger lights. Also the focal point of the scene is supposed to be the piano (which needs further work) and also the barrel with flames.
The shadows around the can where a little crazy at first, i wasn't sure what they were from. Light from flames cast flickering shadows, this can sometimes be hard to pull off or costly in real time games. Someone a bit more in the know might be able to help with tips and trick on getting that to work properly, even if his was a scene you're rendering you might want to look into the ways that is done.
Update:
so, what do you kids think of it?
@Ark: I've tried to put some colour back into the scene.
More images here - Ibrahim Wahab
Thoughts?