I'm calling this done as I've got to move on, any more feedback would be appreciated though as I know the scene is far from perfect.
Original Post
Working on a scene based off a piece of artwork from the book Cannabis Works by Tatsuyuki Tanaka, I am building the scene in UDK.
Still early stages yet but I'm hoping to get a decent solid piece for the portfolio out of this, looking forward to some critiques! (even though theres not much to critique yet I guess).
Currently just making props and baking normals/AO, a couple more props and I think I'll be ready to improve the lighting and get texturing.
The original artwork can be found
here
Oh and yes I am aware of the strange blotches of colour spread across the bottom of my building modules, I've been trying to sort that one out for awhile, seems like lightmass is doing something funky with my lightmaps in some places.
Update Post #1Update Post #2Final Post
Replies
In fact, I checked out your blog and the entire thing is full of great stuff, or as they say on the internet, "it's full of win".
No crits so far - it's looking great. The diffuse texturing is really going to make or break it, since it already looks tight.
basically his making everything modular, this is imo a perfect way to make a game art scene.
Looks great though, love how it could be mistaken for a standard high res environment.
I just think that u got too much geometry detail in some places.
For example, rings on pipes could be as Normal map. Same concerns division seams on vertical facade sections.
The lighting is already pretty cool
@GCMP: Agreed, not liking the floor either. Will most likely change.
@Arrangemonk: Yeah your right, I need to think up some other ways to break up the tiling, just need to figure out what first
@Chaosquack: Changed
@Matroskin: Yeah your right, I think I'll bake those rings down in the normal map, but I think I might then get some issues with lightmap seams :S, I'll give it a try anyway and see what happens. As for the vertical pillar seams, not sure what you mean, their not geometry but normal mapped, and I'll try to make them look less seamy I guess.
Will probably change the window design, same with the floor. Will redo the curb, looks kind of stupid. Not too sure about where I'm going with colours, scene needs some more assets too as it looks rather empty.
@Xoliul below: Yeah your right, needs some foreground elements I think.
Also very cool how I recognized it from Cannabis works (and not exactly, more stylewise), without reading it in the first post. Great job at capturing that!
I'm excited to see this finished.
I can not wait to see more!
since it looks like an industrial building, these ofthen have broken windows that are repaired with cardboard, or some windows that are covered by furnitore or stuff from the inside and dirt
and , yeah, you can break lots of tiling with stuff behind the windows^^
btw coming along nicely looking forward to the finished product
one thing i would like to add, is that most of the time i know its better to do more small noises to not make everything too repetitive. But I guess that having some a bit more larger marks or dirt would help. Maybe in form of decals?
Thanks for the suggestions arrangemonk, will throw in some makeshift repairs to sort out those broken windows.
My opinion (but it's personal) : The minimalism is a really good point here... I really like the monochromatic texture with just a pop of saturation, it make your picture really vibrating.
Don't add too much details, it may broke that feelings... But, as i said, it's personnal...
It's a strong piece (can i say that??)!
the only thing that throws me of are those corrugated metal roofs. they seem a bit stiff/lifeless compared to the rest. maybe get some secondary shape into them besides the /\/\/\/\/\/\/\ - pattern?
The *one* thing I would like to see more of is the blue light from the sky. I can see hints of it in your first image, but it would be nice if the blue were a bit more punchy with more saturation. Only because I have a personal preference for heavy sky color in shadowed areas. Other than that, it's awesome!
@Scott_W: Yeah the blue isn't too strong in my shadows, I'm not sure how I can increase the intensity of that, will have to find out.
Latest update, I think I'm almost finished bar a few small things, will probably get a crack decal going on in the floor tiles. Will need to improve the glass too, doesn't look right to me.
Lighting is simply fantastic.
some suggestions:
the corrugated metal roofing, and metal frame work could benefit from some extra tris to bang em up a bit, make them look like heavy things have fallen on them, or people have maybe been climbing around on them. right now they just look too perfect.
On the perfect note, a lot of your shapes (pipes, windows, columns/trims) are razor sharp straight. It might be nice to drag some verts around/ add some controll loops to bang up the overall scene.
Also I feel you could push the grime a bit further. i get that your going for a cleaner, bleached look, but i feel a harsher grunge in select spots would help the image out in the contrast dept.
UPDATE MORE!!
Agree on the tin roofs and maybe rip a plank off that wooden palette too.
ps: where in the uk are you?
@GCMP: I'm from Nottingham.
I'm calling this done as I've got to move on, any more feedback would be appreciated though as I know the scene is far from perfect.
one thing that sticks out to me: maybe use a double sided shader for the metal pieces under the air conditioners? It looks like they are missing some shadows on the underside.