Just a little piece I started a couple days ago. Just looking for some feedback on layout and textures. The normals don't look correct because I rendered it out in mental ray and it doesn't handle normals well, and it crashes if I try to turn on high quality rendering. The whole thing right now is just under 14,000 tris.
Also, if anyone knows how to render out normal maps correctly in maya and could point me in the right direction that would be great. Otherwise its just going into UT3 but it would just be easier if it could be done in maya.
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You have some scaling issues - Those telegraph poles in the background look totally the wrong size... the wires look like ropes and the poles themselves are too thick and not tall enough.
The texture on the ground looks quite low-res, are you using a tiling texture there? You should try tiling it more so that it gains some resolution.
Also in general I think your textures are a bit dull and washed out, a little more saturation here and there would really help.
Also, this lighting setup is pretty much the worst one you could choose - a single light from behind the scene? Everything is in shadow, which makes it look flat and boring. Bring the light around so it's shining into the shack and casting some interesting shadows around inside, it'll look way better.
Hope that helps, I look forward to seeing this piece progress!
edit: To render with normal-maps correctly in Maya you need to use Mental Ray (the default renderer can't do it for some reason), and you need to set this setting!
Thanks to Paul Tosca's tutorial for this tip
The tire in the back of the shed could use some more division and needs to be smaller, it doesn't look like it could fit on that car, also wires and larger higher quality renders would help us critique it better.
the power lines look too short. The sign is too short.
@MoP You're completely right about the scale I hadn't noticed, fixed that, and the texture on the ground is actually from poor UV's i believe I just found this out when I made applied my tileable texture to a brush and it looked fine so I need to go sort that out. I don't really agree with you on the textures though it's supposed to be in a desert where sand is beating on this stuff constantly the textures are supposed to look dull from all the wear and dust on them, in my opinion at least. I also tried the mental ray setting and got the same results, in general mental ray seems to render out normals extremely bumped out when close but almost non existent from a distance, so I'm just done with it.
@ZacD Good point on the tire I added some divisions and scaled it down, also lengthened the sign and power lines.
Heres some new shots, I through it all in UT3 today and started playing with lighting, light fogs, and a skybox. I'm not exactly a pro with UT3 so can someone tell me how to harden my shadows edges? And before someone says anything about the horizon/skybox or some such it's not supposed to be realistic I just though it was better to look at then just grey/black, and kinda went with the theme.
Also in the mesh editor for each model you have the option 'light map resolution'
But first of all do you have your models set up properly for lightmaps? (2 uv sets)
The new update looks a lot better than the first update
Just having a look at it, im guessing you may add this in later on with the sand dust and such?
I like it alot though so far awesome stuff!
I think that'd be an interesting approach - the final moments before the blast impact.
Maybe you could add some little props that make it a little bit more hospitable, like somebody has tried to make a home out of this dilapidated shack, only for the detonation to blow it to pieces. Maybe an old calendar on the wall, and an armchair and a small, broken TV or something to create more of a story or background to the scene.
Normal maps in Maya: on ALL of your textures, go to the file node of each texture in hypershade, set filter type to OFF. In addition, go to all of your bump nodes and make sure "USE AS" is set to "TANGENT SPACE NORMALS"
I'll play with the saturation some more, I actually desaturated them because I felt they looked out of place but I'll fix it and post some screens to get your opinions.
Unfortunately that's probably going to have to go. I didn't do that I just searched mushroom cloud in google images and that came up and I didn't even realize the clown face, and I don't want to steal someone elses work.
I reckon making it just a standard prop sitting in the middle of nowhere sounds a bit uninteresting, a shed on the point of a nuclear impact with rays of sand and debris flying along the side may make for a nice action piece but I like lots going on, like a picture says a thousand words others may think differently.
I tried to find a better mushroom cloud picture to no avail even one to edit myself, and I tried to create it with photoshop but I'm not quite that skilled. So, for now I'm going to keep using the clown mushroom cloud, which was created by TBWA-Paris so full credit to them and I sent them an e-mail asking permission to use the image, so we'll see, until then I'll just make sure to note it was created by them.
Next, I'll be adding a particle/fog thats moving across the surface of the ground to keep selling that blastwaves motion.
They could also serve to aid your composition by helping lead the viewer's eye into the image if you adjusted your camera position to a slightly wider angle, and give the scene a little more depth. Even with the cloud in the background, the scene is still pretty flat.
It's good to see this progressing, though, and it's got a lot of potential, so keep at it!
Yeah the scene is kinda evolving so some things have to change. Originally it was just going to be on a turn table and not have anything around it which is why the cables end like that. Now that I've expanded it I'll have to add in some more. I also need to have some tipping over and have the wires slightly curved from the blast, incoming update!
Edit: Added a bunch of poles and had some being hit by the blastwave and being knocked over and added the semblance of motion to the wires. I'm thinking of titling it "If a tree falls in the forest" or something like that.