Hey, so I am planning/working on an environment for my school demoreel and I'm having a little bit of trouble for my camera angles. Below is the layout of my scene. Not big, not too small either.
Like I said, Camera angles are an issue right now. I have no idea how to film it properly and professionally. I want to make the viewer feel as if he/she is there in the scene.
Here is the summary: (Summary Layout Blatantly stolen from Adam, very well made, it should be an industry standard imo, thank you! It has helped alot!)
Summary
A lost, forgotten shintoist shrine in Japan, located on the base of Mt. Fuji
Inspiration, purpose- Interest in learning advanced blending methods
- Create environment as a whole, final result shown in a video.
- Forced to think of the environment as a whole, rather than a couple choice framed shots
- 3ds Max
- Show how a strong atmosphere ties an environment together
- Breaking down the planning of the scene.
- The Last Samurai
- Japan
Techniques, Plans, Goals - Advanced texture blending techniques
- Using 3ds Max
- Global Illumination
- Final Gather
- Mental Ray
- Create a near photorealistic environment
- Give the viewer the impression of being there
- Add realistic sounds
2D
Vegetation
- Ground textures, horizontal
- grass
- rock face
- dirt
- Overgrowth
- Ground textures, vertical
- grass
- rock face
- dirt
- Overgrowth
- Vines
3D
Landscape
- rocks
- tree
- fallen tree(s)
- bush
- grass
- weeds
- leaves
- flowers
- Overgrowth (vines, trees, etc)
Buildings
·Honden/Haiden
·Cloisters
Critters
- Birds
- Insects
- squirrels (if I have time)
Background elements
- Mt.Fuji
- Thick forest line
Important Scenes/Visuals- Landscape shots
-
- Leaves blowing/swaying
- Birds flying
- Dense tree line, cliff side
Thanks in advance!
Replies
Why are you rendering this in a 3D application and not inside of a game engine?
If this is for a video your overview/concept doesn't seem nearly expansive enough. Try sketching out certain areas of this environment so you can remove some of the guess work when you're actually in the thick of things and modelling/texturing.
Ha that's fine. It is a great layout. In fact I'd probably use it if I was doing something like this. Just thought I'd point out that parts were obviously copied from Adam's version.
Looking forward to seeing progress on this along with Adam's environment.
The reason I am rendering in max is simple enough. There will be a portion
of my reel that will contain pieces rendered realtime in unreal,
showing that I know how to use Unreal.
The scene that will contain the
fly-through of my main environment (shinto shrine) would be done in max to show that I know how to use Max's rendering tools/Mental ray/Vray. The reason? I'm not limiting myself strictly to the game industry. I am opening myself to the 3D industry as a whole. Giving me more chances at landing a job if, say, a company that makes game cinematics wants to hire me because of my exceptional use of mental ray and Max Particle effects (this is just an example).
Also, once I graduate, I will make another
reel with the same scene (shinto shrine) but done entirely in unreal. Therefore, I will have a reel that is game-oriented and another that is
film-oriented. In my online portfolio, when I take screenshots of
environment stills, I will ensure that those stills are rendered
realtime.
Also, the whole reason I am making a demoreel is because of the school I am attending. It is part of the final project. My school has a partnership with many game and cinematics/film companies in the country, and sends off their best demoreels directly to the company dev, with backup ensuring that the school knows that the demoreels they send are top knotch.
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Ok now that that's out of the way...
What do you mean by it is not expansive enough? I'm not aiming for something too big here. I'm going for quality over quantity. I only have until september, so I need to keep things smaller, and focus on the quality of it all.
I am already in the process of sketching areas of it, but it's like I said in my first post, I'm having a hard time with camera angles.
Subscribing.
And (at the risk of sounding rude by I promise you I don't mean for it to come off this way) if you truly are focusing this on cinematic quality - which is much higher than videogames - why are you posting this on a videogame art forum? I assume your specs will be much greater than what we'd typically use.
So, to reiterate this point, I think you should focus on one or the other (personally, game art) and not split it up and sell yourself short. The point about the school connections to this or that company are irrelevant. Don't rely on that to get yourself a gig. Just make the best reel you can, that has a clear focus and direction, and you'll do just fine.
As for expansive... it just seems very tight for a forest environment.
Back on topic, I haven't posted any concepts yet, so it's normal you don't quite know what I plan on doing. My scene isn't *quite* in a forest. It is right in the middle of one, but you'll see. The whole scene is not shrouded in dense forest. Wait till I get my first concept up, should be soon.
Let me know what you guys think!
Note that this is 100% boxing out/ brainstorming results, so nothing here is a finalized piece except the torii gate. Rocks, temples, buildings, everything will be redone.
Also, there will be a TON of vegetation. I won't have the scene empty like it is here. It will be full of lush vegetation surrounding the pond, lilypads, Koi, trees, etc.
http://farm3.static.flickr.com/2604/3986446793_c8afa3e764_o.jpg
Once there is vegetation, it should bring the beauty out!
Maybe you should consider desaturating it a bit?
(repeat rocks comment)
regarding the zen garden in an abandoned derelict shrine i guess something like signs of the existence of a zen garden could be a dead tree and\or big rocks some of them broken etc. that can't be swept by the wind would give a nice abandoned feel.
also for an abandoned (ancient?) shrine perhaps you would need to create more obvious "destruction" such as some tiles missing or misaligned.. or even broken down sections depending on how old you think of this to be. create a litle bit of history drive the viewer's imagination a bit. how\why did it happen and such temple got abandoned.
was it a natural destruction? was it war?
Also, the large rock on the right hand side is not correct. I am aware. The way I made it makes it look like it is an enlarged small stone. I'll need to change the large and medium detailing to make it seem like a larger rock. But you get the idea!
Let me know what you think!
http://farm3.static.flickr.com/2604/3986446793_c8afa3e764_o.jpg
I agree with the large boulders by the steps, I'll tone those down.
Thank you very much!
where did you get that samurai character from ?
MegaMoogle: I will definitely have trees in there! I just haven't gotten around to making them yet! I want to make this place have lush vegetation and overgrowth. The wild taking over human civilization.
I added a sunrise mood to the place, I definitely like.
What kind of colour scheme are you going for on the buildings?
Oh, and if you are going for a sunrise, you should set the lighting to a more blueish tint.
Sunsets tend to be orange.
Keep up the great work! I'm a huge fan of asian environments, and as I said, this is shaping up nicely!
As for the buildings, I'll be going for a more buddhist-style scheme. The buildings will be painted red, for a nice contrast with the greenery.With some nice paint chipping wear like you see on my torii gate on page 1. Something like this:
The rooves with be made from some sort of thatch. Thatch also allows for moss to buildup on it, giving it a rather interesting look. The following buildings are rather new, so not much moss has grown yet, but older thatch rooves have a ton of moss.
Watch some Kurosawa movies.. Rashomon perhaps or Dreams.. would be nice or similar era and quality. At worse even crying freeman would be ok..
So I aimed for something a little too big for my own good. This is my first ever environment I am making, so I decided to scale this thing down a little. My lighting is blasting my normal maps on some of the rocks up front, but you get the idea.
There will be medium to tall grass along where there is green on the ground. I just popped a tiling texture to replace the boring gray for the time being. I need to model the bridge soon, I keep forgetting to and moving on to something else. Note, my lighting was done very quickly, nothing special. I just wanted to know what the shadows would look like with my vegetation added.
Bless me with your crits and suggestions!
Thanks in advance!
The main thing that bothers me are your line of sight blocking rocks/cliffs. They seem a little bit out of place. In the refernces you posted there were mostly hills covered in vegetation, which gave a nice contrast with the red architecture. Yours makes me feel like I'm looking at level design circa 1999 or whatever, where the designers just duplicated the same rock a bunch to block where the player could go.
I know the background can be a bitch, but if you spend a bit of time on it you can really add to your scene.
Right now, I'm sort of stumped as to what I should do next. I just have so much to do that I don't know where to start off! I have a bunch of tweaking to do as well, including the grass, since it's just randomly scattered accross the hill.
Anyways, crit my pants off!
About being stumped, I know what you mean. I've been there before. It happens alot when taking on a daunting challenge. The one thing that helped me alot was this; Get your concepts done, get your camera angles done. Once that is completed, you'll know exactly the look you are going for. Then, it's only a matter of getting things done one by one. Get a tree done and over with, get those rocks done 100%. Go at it an inch at a time, and eventually you'll go for miles. Those tiny inches add up.
Hope this helped!
looking great! keep it up.