HI, here is our base concept,(done by our other parnter, Bigred), that we will start working from. Still working out a few things but our story is basically a old ruined castle-like structure has been taken by a scientist who has placed his tesla-coils and other equipment around to power his lab at the top of the spire.
we will be posting our blockout soon.
Just how PC likes it...
Oh and nifty concept, way to match the 3 point perspective in unreal. Sky's a little over saturated right now but eh, it's just a concept
Cool, cool, that flora would probably look a bit better if you set it to translucent rather than masked. Also be a good idea to put a fill light or two in your scene to bump those pure blacks up a bit. Keep at it
I'm working on the sky.. will be adding more define clouds. Debating if I should continue using UT3 particles or use Maya Dynamics Effects of lightning to render out from to be use as a texture or just glowing geo. Any thoughts?
oh lol, I meant FOV, sorry. I'd play with it some more to get that feeling of being really small next to that building. Unreal 3 isn't the best for copying concepts with skewed perspectives.
well well well....i had no i idea this was MIKE ANTHANY and RED's thread.....so you did have time for the contest but you didnt want to be on my time!!! :poly118::poly118::poly118: for this my team is gonna kick you guys teams butts!!!
also. heres the new brick texture. it is a 512x512. I created this texture using polypaint in zbrush. It was my first time trying this technique after following professorxxx's thread. critz and comments welcome.
Lookin' a little over saturated (especially the yellows), might think about toning the color down a little and add a touch of colored lighting to kick it back up.
Nice sculpting, the normals are good, but it would be nice to see more evidence of the shape in the diffuse. You could mask by cavity in zbrush and fill it, then use that texture to overlay some cool detailing in photoshop. These dark areas are also the most saturated so you could build some color back up in these crevices.
Just some ideas, they may more may not work but they're there if you want to give 'em a go!
Feels like you're spending too much time on the details/supporting elements of your scene, rather than getting a good base and building upon it.
While the stuff you're doing is important to do, it's more important to do it at the right time.
Right now your camera angle/shot setup could use some improvement.
Setup your shot the same or as close to the same as the concept... currently your structures are looking too squatty.
It also looks like you've gone into making final assets before doing a solid placement of placeholder objects to get composition/lighting started right.
Spend less time on the details and get the overall scene built/lit... get the shot looking/feeling right... then worry about the details of the individual assets.
That's just my suggestion though.
Also, The textures/normal maps all look very noisy. are you using a lot of photosource for your textures? If so, I would suggets toning down the blacks and adjusting your specular maps.
Showing your assets will be better too if you setup a 3 point lighting rig on the asset before taking a shot/ tweaking materials.
Just some thoughts man, looking forward to seeing more of your work! There's potential here... buckets of it.
nfrrtycmplx, thats a nice advice. Even though it wasn't meant for me,I'm sure that I should follow it. 'Cuase I pretty much have the same problem I think. Thank you.
Dragonofpeace1985, looking nice,dude. But I really think that you texture could benefit if you work on the color a bit, by showing different ways this stone get weathered. For exmaple I'm sure that since gravestones are placed on the ground they should have some moss on them.Closer to the bottom. Pluss green looks pretty. You could just desaturate it someplaces, so grey would also add to the picture.Some places should have more wear and tear than the others. That should really help you breathe more life into your assetes.
Plus the specular is barely visible. This stuff happens sometime, when you overdo your photogenerated normal and enigine sees it as too noisy to produce some decent visible specular highlits on it.
These are some minor things I noticed that I thought might help you. Anyhow, I'm really looking forward to seeing you finish! Keep it up=) goodluck
crazyfingers: Thank you for commenting. I personally agree with you about the gravestone being saturated but with this scene its a little dark so I thought to make it pop is to saturated. The screen shot below is an update and if you guys think I still need to desaturated it, then I can give that a try. As for the cavity, I didn't unwrap the mesh. I decimated it out of z-brush and did a 3d max projection to get the normal map.
nfrrtycmplx: I'm glad that you see potential in me. I agree with you that we should block it out a little more. I'm going to block out the castle a little more and work on the lighting. True about the 3 point lighting, I could of to make the asset look nice but I didn't want to spend time on that while i could of use that time for the scene.
d1ver: Thanks dude. I'm not a very good texture artist, creating terrain, or particle, but this competition is an awesome way to strengthen my weakness.
Awesome concept, looks like there is a lot going on in the foreground and background, which means lots of work! Hey Dragon, are those all your assets that you've been posting, or is it your teams work collectively?
Dummyyou, I like your texture for the bricks, are you working on the castle section?
Thanks crazyfingers, I adjusted the mid-tones and the highlights value so it doesn't look so washed out.
I think your fog is still washing out / flattening things quite a bit. Push the start distance back a bit, like just behind the front surface of the house and adjust the color to better flow / your sky.
Replies
we will be posting our blockout soon.
Oh and nifty concept, way to match the 3 point perspective in unreal. Sky's a little over saturated right now but eh, it's just a concept
I have updated the clouds
lol jk good luckl to you guys:poly121:
Nice sculpting, the normals are good, but it would be nice to see more evidence of the shape in the diffuse. You could mask by cavity in zbrush and fill it, then use that texture to overlay some cool detailing in photoshop. These dark areas are also the most saturated so you could build some color back up in these crevices.
Just some ideas, they may more may not work but they're there if you want to give 'em a go!
Feels like you're spending too much time on the details/supporting elements of your scene, rather than getting a good base and building upon it.
While the stuff you're doing is important to do, it's more important to do it at the right time.
Right now your camera angle/shot setup could use some improvement.
Setup your shot the same or as close to the same as the concept... currently your structures are looking too squatty.
It also looks like you've gone into making final assets before doing a solid placement of placeholder objects to get composition/lighting started right.
Spend less time on the details and get the overall scene built/lit... get the shot looking/feeling right... then worry about the details of the individual assets.
That's just my suggestion though.
Also, The textures/normal maps all look very noisy. are you using a lot of photosource for your textures? If so, I would suggets toning down the blacks and adjusting your specular maps.
Showing your assets will be better too if you setup a 3 point lighting rig on the asset before taking a shot/ tweaking materials.
Just some thoughts man, looking forward to seeing more of your work! There's potential here... buckets of it.
Dragonofpeace1985, looking nice,dude. But I really think that you texture could benefit if you work on the color a bit, by showing different ways this stone get weathered. For exmaple I'm sure that since gravestones are placed on the ground they should have some moss on them.Closer to the bottom. Pluss green looks pretty. You could just desaturate it someplaces, so grey would also add to the picture.Some places should have more wear and tear than the others. That should really help you breathe more life into your assetes.
Plus the specular is barely visible. This stuff happens sometime, when you overdo your photogenerated normal and enigine sees it as too noisy to produce some decent visible specular highlits on it.
These are some minor things I noticed that I thought might help you. Anyhow, I'm really looking forward to seeing you finish! Keep it up=) goodluck
crazyfingers: Thank you for commenting. I personally agree with you about the gravestone being saturated but with this scene its a little dark so I thought to make it pop is to saturated. The screen shot below is an update and if you guys think I still need to desaturated it, then I can give that a try. As for the cavity, I didn't unwrap the mesh. I decimated it out of z-brush and did a 3d max projection to get the normal map.
nfrrtycmplx: I'm glad that you see potential in me. I agree with you that we should block it out a little more. I'm going to block out the castle a little more and work on the lighting. True about the 3 point lighting, I could of to make the asset look nice but I didn't want to spend time on that while i could of use that time for the scene.
d1ver: Thanks dude. I'm not a very good texture artist, creating terrain, or particle, but this competition is an awesome way to strengthen my weakness.
So keep those comments coming.
Fight on!
Dummyyou, I like your texture for the bricks, are you working on the castle section?
Still a long way to go.. work it work it work it!!!
especially from those bolts.
And the lighting is a bit dark on the grave stone rocky areas
-Tyler