The very first 3d modelling I did, way back at the start of 2008. This was before I knew anything about unwrapping and texturing. One day I'll try remodelling or at least retexturing it with my learned skills
Uh yeah....I wanted them to be smooth...I think I might have used the mesh smooth tool..and overdid it a bit. I didn't know about polyflow and such back then.... ^_^'
Nice 1st projects. Some of things you need to take into consideration is the ligthing and the textures. On your room, everything looks very flat. A little variation on the textures would be nice.
Yeah...when I did these things I was relying purely on uvmaps, and tiling I didn't do any unwrapping at all. Didn't know how to at the time.
I just got out the room's max file and started unwrapping things today. I'm so out of practice it's taking a while though. I haven't done any 3d since half way through last year...because for the second half I was doing a 2d game...I really should have been practicing my 3d though.
After I've finished my unwrapping I'll redo all the textures. Hopefully there will be a huge improvement!
I think your scene has a lot of potential and it can be pushed a whole lot further.
Here's is a quick and messy paintover with a few suggestions.
- Colour variation in your scene. Everything is a dull grey.
- Blood pool is way too big and doesn't make sense, where is the body? There are no drag marks.
- Scale is off, the knife and flip-flops were too big.
- I'm not sure what the water caustics are doing all over everything. Is this scene underwater?
- Break up the copy/paste of the lockers. Remove a few locks, put stickers, grafitti, wear and tear into the lockers.
- Lighting? I can see a really faint shadow of the bench being cast on to the lockers. This would make the lighting source really bizzare. Change rooms generally have a bunch of ceiling lights.
Here are a few things to consider:
- REFERENCE MATERIAL! Always gather reference material first before building your scene. Don't necessarily copy what you see in your ref pixel for pixel, but use elements from it to make your scene believable.
- Treat your environment as a character, it needs to have some life, some interest, some appeal.
- Give your piece a story, a background. What are you trying portray with your image? What do you need to do with your piece to tell this story (atmosphere, lighting, elements).
- Compose your shot(s). Block in some basic forms (lockers, walls, seats), then find some nice camera angles to best compose your image. Move things around to compliment your composition, don't try and shoe horn in a bad camera angle in the end because all your elements are scattered through-out the scene.
- In addition to composition, find a focal point, the center peice of your scene (and this doesn't actually need to be in the center). The part of the scene you want to draw the viewer's eye to, then lead them through the rest of the image to tell your story.
- Write up a prop/asset list. What do you need to have in the scene? This will help you make sure you have everything you need in your scene so you don't accidentally forget key elements.
- Scale. Make sure everything is built to scale. Create a box with an average human height (I usually use 1.8m), grab one of the many basemeshes posted around the community and use that for scale reference. It will make your scene more believable.
- Finally, REFERENCE MATERIAL! I cannot stress this enough.
Keep posting your progress, I'm looking forward to seeing what you come up with.
Emil Mujanovic:
You've made a lot of very good points, and I like the paint over, I can really see what you mean...it's good to have the visual.
The thing on the bench is supposed to be a towel...^_^'
I'm in the middle of unwrapping everything now...well actually I've only just about finished the locker and lock. I was planning on only unwrapping and doing better textures, but now I'll definitely take everything you've said into consideration and try to make it awesome!
raul:
I was planning to try to post everything as close to the order I'd done them as I could...
I could post my most recent stuff now...but for the moment I think I'll just try to post in order faster.
Post box....done in 2008...the model is too basic and the textures not very good quality...
The tramstop is better...but I realise they are both lacking in detail..
I'll say right now that I'm not exactly proud of these models...
The thing I'm most proud of so far is my lipsynch, which I did during the first half of 2009. I thoroughly enjoyed making and animating it. I'm so proud of it, especially since the whole thing, from concept to final animation, was done in 6 weeks. The animation itself was done in less than 2 weeks.
Heres my final concept art, a render and the animation:
Another character I modelled and did animation loops for, unfortunately I haven't gotten around to rendering a good still, or the animations like I did for my first character...
But here's what I have got, my final concept, the best render I have at the moment and some in game footage from Unreal Tournament 2004:
Replies
I'll put the polycount up later.
good work tho
I just got out the room's max file and started unwrapping things today. I'm so out of practice it's taking a while though. I haven't done any 3d since half way through last year...because for the second half I was doing a 2d game...I really should have been practicing my 3d though.
After I've finished my unwrapping I'll redo all the textures. Hopefully there will be a huge improvement!
Here's is a quick and messy paintover with a few suggestions.
- Colour variation in your scene. Everything is a dull grey.
- Blood pool is way too big and doesn't make sense, where is the body? There are no drag marks.
- Scale is off, the knife and flip-flops were too big.
- I'm not sure what the water caustics are doing all over everything. Is this scene underwater?
- Break up the copy/paste of the lockers. Remove a few locks, put stickers, grafitti, wear and tear into the lockers.
- Lighting? I can see a really faint shadow of the bench being cast on to the lockers. This would make the lighting source really bizzare. Change rooms generally have a bunch of ceiling lights.
Here are a few things to consider:
- REFERENCE MATERIAL! Always gather reference material first before building your scene. Don't necessarily copy what you see in your ref pixel for pixel, but use elements from it to make your scene believable.
- Treat your environment as a character, it needs to have some life, some interest, some appeal.
- Give your piece a story, a background. What are you trying portray with your image? What do you need to do with your piece to tell this story (atmosphere, lighting, elements).
- Compose your shot(s). Block in some basic forms (lockers, walls, seats), then find some nice camera angles to best compose your image. Move things around to compliment your composition, don't try and shoe horn in a bad camera angle in the end because all your elements are scattered through-out the scene.
- In addition to composition, find a focal point, the center peice of your scene (and this doesn't actually need to be in the center). The part of the scene you want to draw the viewer's eye to, then lead them through the rest of the image to tell your story.
- Write up a prop/asset list. What do you need to have in the scene? This will help you make sure you have everything you need in your scene so you don't accidentally forget key elements.
- Scale. Make sure everything is built to scale. Create a box with an average human height (I usually use 1.8m), grab one of the many basemeshes posted around the community and use that for scale reference. It will make your scene more believable.
- Finally, REFERENCE MATERIAL! I cannot stress this enough.
Keep posting your progress, I'm looking forward to seeing what you come up with.
You've made a lot of very good points, and I like the paint over, I can really see what you mean...it's good to have the visual.
The thing on the bench is supposed to be a towel...^_^'
I'm in the middle of unwrapping everything now...well actually I've only just about finished the locker and lock. I was planning on only unwrapping and doing better textures, but now I'll definitely take everything you've said into consideration and try to make it awesome!
raul:
I was planning to try to post everything as close to the order I'd done them as I could...
I could post my most recent stuff now...but for the moment I think I'll just try to post in order faster.
The tramstop is better...but I realise they are both lacking in detail..
I'll say right now that I'm not exactly proud of these models...
Also did animation loops for the character:
[ame]http://www.youtube.com/watch?v=3fGvdhrPR4I[/ame]
Which reminds me, my first ever 3d animation was for my bug ^^:
[ame]http://www.youtube.com/watch?v=ohjS6z5ENxw[/ame]
Heres my final concept art, a render and the animation:
[ame]http://www.youtube.com/watch?v=-bsDGmduFDE[/ame]
But here's what I have got, my final concept, the best render I have at the moment and some in game footage from Unreal Tournament 2004:
[ame]http://www.youtube.com/watch?v=lfTiMIH1Gbc[/ame]
With this, I was given a base model which I unwrapped and textured. A derelict building.
This is another such assignment, where I was given a base model to texture:
Or other concepts of which I haven't done any 3d? (characters/2d art)