Hello Polycount! I'm working on a new environment based from the movie Tekkon Kinkreet and I would like to post my progress here from start to finish.
Currently I have just done a general block out to get my proportions down before I move into the detailed modeling. I'm not looking to match everything 1:1 to the concept, but I do want to approximate it close enough to get the same atmosphere.
I'm using CryEngine 2 and Max 2009.
Any comments are welcome.
Replies
Once I finish replacing what's left of the blockout I'll model/add some props then move on to texturing and any high poly geometry I need to make.
Been working on this mostly on the weekends - here is an update. I have most of the geometry completed though I would like to detail up a few areas when I get to more into texturing.
Textures are pretty rough at the moment, just trying to get a feel for the materials and color palette. Any feedback welcome here. It's going to need a lot of decals to achieve the detail like in the concept and break up the tiling.
Trying to use zbrush as much as possible to rough up the corners a bit and create a better normal and ao map. Also using some vertex coloring to fake some ao and add more variation in the texture and put in some volumetric clouds for fun.
A few of my texture flats: diffuse and normals only. Sculpted the brick and wood planks in zbrush and used texture overlays for the diffuse. Also took the windows into zbrush to rough up the corners a bit for the normal map so it didn't look quite so low poly.
Here is how I have the assets broken up in max. The actual scene is assembled in CryEngine 2.
Very nice modeling! That a great idea for a portfolio piece, it will definately attract the eye.
I would suggest you to be VERY careful about adding black colors, tekkon kinkreet is very bright and colorful so put your ref in b/w and study those values out. And also pay close attention to the colors...right now, a lot of shadows are black, they should be more greenish. DONT BE AFRAID OF COLOR : )
Lastly, you should add bends in your bricks or tiles, to make the cartoon feel come across better. EDIT: what I mean here is avoid perfectly straight lines, add imperfections.
You texture are looking very nice, the damage and dirt of the windows are looking good,
Great work!
Still looks absoloutely beautiful.
Getting closer to having a base layer on all the big things. Then I will move on to some of the stand alone assets, decals and smaller details and imperfections to break up those long periods of uninterrupted textures.
My tri count is currently at about 85k for the entire environment.
Thanks to everyone who gave feedback. I have been moving objects a little closer to the center so it feels more like the concept. As for the textures I definitely want to capture the feel of the concept.
I envy you for finding such a great concept
Looks awesome.
Overall though I feel it's looking pretty interesting, but I think there is too many periods of uninterrupted textures and materials themselves aren't interesting enough. Especially all that concrete. I'm not sure if I need to add a lot more decals, props, more detailed geometry or just work on the materials some more.
I also rearranged some of the elements so it's a little bit more narrow and am trying to reinforce that sense of a deep downward path.
Thanks again for the comments and feedback.
Love the painterly look you've got going on.