Home 3D Art Showcase & Critiques

Jedah's WIP Thread

polycounter lvl 8
Offline / Send Message
Jedah polycounter lvl 8
Hey everyone. For those who don't know I am a Game artist in self training ( not yet industry ) just trying to self improve and create stuff that can be used by the mod community while hopefully making a few portfolio worthy assets along the way. I've started this thread so I can put WIP's I could use help with in here, so thanks for taking a look at my thread!

Currently working on two things, one I have already posted elsewhere. The other is this Sci-Fi hallway. I decided to make a sort of repeatable hallway prop that can be copied to create a decorative hallway however long is needed. I may export the final of it so UTK and possibly cryengine developers can use it in their hobbyist maps, and of course I would like to make it actually look good. For now I just need some input on my design Low poly/ silhouette before I move on to creation of the Hi res mesh. Tricount for a single piece is about 3.4k

Here is what one half of an individual piece looks like:
render2d.jpg

And here is a view of what the piece looks like when Tiled and mirrored

render2full.jpg

Replies

  • nofacej
    I like that you've gone for a flat floor. Too often you see sci-fi scenes with incredibly detailed floors with bizarre topology that would be a nightmare to walk on. What I'm not particularly feeling are the two thin pillars between each of the larger support columns. They add a lot of distracting clutter to an otherwise almost sterile or military area, and I can't conceive any purpose for them other than decorative. It might be just me but unless I'm designing an opulent or alien environment I try to emphasise function and simplicity over complex form (especially one that tiles). It lends a great deal of credibility to your environment and you can still add interest in your textures and with props: things like crates, pipes, signs and decals. This applies doubly in a game where you usually want the player to focus on the interactable elements on screen and save up the eye candy for specific moments/areas.
  • Jedah
    Offline / Send Message
    Jedah polycounter lvl 8
    render4full.jpg

    Tried removing the decorations and it did look more uniform for tiling and less cluttered but also lost a bit of it's "cool" factor. So I decided to rebuild them into a shape more simplistic that conformed to the circular build of this hallway, and put them closer to the main pillar to make them be seen as additional support while having some gaps in between the detail to rest eyes. This may be what I use for the hi res.
  • rTaub
    Nice start... As to the Geo that you changed from the original pic and moved closer to the columns, I think I actually like the orginial forms better. Imo. I figured they were lights with blinders on them, like the scene was lit mostly by bounce light. It would be a moody atmospheric lighting solution.

    It may also be good to have another variation of the tileable Wall piece you have. Maybe not completely different, but remove some Geo and add some to break up the noticeable tiling.

    Imo, the two beams on the very top of the ceiling need to be removed. It'd help break up all those lines and give you an opportunity to do something cool with actual ceiling. Like raising it up higher in some parts or adding vents.

    its looking good, keep it up...
    Cheers!
  • Jedah
    Offline / Send Message
    Jedah polycounter lvl 8
    rTaub wrote: »
    Nice start... As to the Geo that you changed from the original pic and moved closer to the columns, I think I actually like the orginial forms better. Imo. I figured they were lights with blinders on them, like the scene was lit mostly by bounce light. It would be a moody atmospheric lighting solution.

    Yar, they weren't supposed to be lights at all, just additional pillar support. The lights are on the bottom sides.

    Anyways working on Hi poly coming along. Mostly done with the middle part. Decided to go for a metallic bridge design.

    renderhipoly1.jpg
  • Jedah
    Offline / Send Message
    Jedah polycounter lvl 8
    More Hi poly progress. This project has shown me I need to get some computer upgrades. Attempting to put a skylight in this crashes with not enough memory error so Omni light it is. Sadfrog.

    renderhipoly.jpg
  • DOG-GY
    Offline / Send Message
    DOG-GY polycounter lvl 12
    It feels much too dense now. I'd actually take off a lot of the details. Many of the microbevels and such just don't feel logical and are distracting.
  • Jungsik
    Offline / Send Message
    Jungsik polycounter lvl 6
    i agree with DOG-GY too much detail!!!!! i think your doing too much :p
  • Jedah
    Offline / Send Message
    Jedah polycounter lvl 8
    Update. Removed quite a bit of detail in areas where it didn't matter as much and removed the bevel off the side shields. Actually gave my comp some breathing room to put up with 4 tiles of the hi poly again.

    Gonna go for a bigger render.

    renderhipoly2.jpg
  • [N]
    Maybe another view and a grey mat would be better for the crits. Pay attention to the tiling on the floor ( the 4 littles dots on the side of the walking part) and on the down side of the wall ( the 4 similars details which are following themselves is not really nice).

    I'd also put less "dots" on the metal plates of the pillars.

    Hope you'll understand what I mean, sorry for the english.

    Really good work though !
  • Jedah
    Offline / Send Message
    Jedah polycounter lvl 8
    Yar, I personally like Blue renders but I understand why some people prefer gray.

    Here's a couple. First the same shot as above in gray.
    grayrenderhp.jpg

    Also this shot. This is what the player will see so hopefully it will help with any crits.

    grayrenderhpf2.jpg
  • ajr2764
    Offline / Send Message
    ajr2764 polycounter lvl 10
    Interesting design. The major thing that stands out to me is that the environment is suffering from tons of repeating elements. It seems your over doing some of the small details like the bolts.
Sign In or Register to comment.