I have been working SOLID on this over the last week. Wanting to improve Environment skills to try and land this elusive job, I have high aims, so have to try for high quality. Just a few more updates since posting in the 'working on' thread.
I plan on getting to grips with the rest of the envion as the building, although the major feature, will be in the background of the little scene I am thinking about. The building was actually going to be the Liver Building, Liverpool. It might still be, but it was so ambitious, I scaled back the idea to just the lower section, and today have just been going off on an artistic spur, just to make something nice looking.
As I`m new to this env area, please give some help, as I need it. :poly122:
By
bigern77 at 2010-08-09
By
bigern77 at 2010-08-09
By
bigern77 at 2010-08-09
Replies
There's a hole in your 2nd level balcony trim (the small one) and doesn't look like it's clipped to the wall. Also, the bricks could present some stronger normals in my opinion as it it appear very very shallow (either that or just darken the lines in the diffuse).
The corners of your building is very sharp as well, don't be afraid to chamfer them if they have tiling repeating over. The streetlamp appears to be unfinished as well (smoothing at the lamp) and textures.
Looking good otherwise!
I agree with Kaburan about the bricks appearing very shallow.
Also, right above the first floor, the ornamental pillar things with the lion head are clipping into the corner of the building. I don't know if that is how it would be in real life, but it seems a bit odd to me.
I would say breaking up the building and the ground with some grime/dirt decals, not to harsh but enough the break up the bricks and the ground. and like kaburan said the overall model looks good i would chamfer those edges though.
Lookin good
One way you can bring out the bricks would be pushing out some of the bricks to give it some more parallax and variety. You can paint some highlights and edges for that too.
yea, i'm guessing thats a post process effect of marmoset. I would suggest something that better displays your models/textures.
The details 'clipping' into the building is a result of making things up a little, and not following exactly how the original building was made, I can see why it looks odd, and I`ll think about changing it to fix that.
Thanks again!
By bigern77 at 2010-08-10
Just a couple thoughts, it's a really cool building.
one thing to keep in mind, is that if you are going to use post, and a specific ligthing set up. You may want to turn that on now, so that you dont suffer from having to go back into your textures later on and change that. Just a thought.
Latest test :
By bigern77 at 2010-08-11
By bigern77 at 2010-08-12
also, make the windows reflect the skydome (not real time, obviously)
cant wait t see more!
Sort out your saturations and the windows such as rooster said and your on your way
Bishop : yea the sky is stretching because its just a Marmoset sky, I`ll prolly replace that at some point with my own skybox/ball.
More to come as I get time.!
ps. Anyone know if its possible to get realtime reflections in the Marmoset engine? They did it in the game, Darkest of Days.... so just thought it might be possible in engine? My guess is they used some clever code instead.
Here is a paintover.
and its night time for the time being. I`ll do a day/night one as its closer to being done. Missing lampposts/lights other buildings, and some other street signs etc.
Liking where it's at, but try to render it without the sky and street ending nowhere, kind of kills off the believability factor.
By bigern77 at 2010-08-18
By bigern77 at 2010-08-18
well the main reason is the fact that I am pretty much burning out trying to get this scene done, and setup in Marmoset, it isnt really a level editor, more of a obj viewer, so anything missing, although not an excuse is down to having SO much to do :poly122: I have done more since, but will still be missing a light source, I`ll have to hide them cleverer :poly124: