WOW!
So it has been a very very very long time since I have been on these forums.
I have been working on my portfolio/reel/work in general. Here is some of my newest work and I will be working on fine tuning and getting this piece into a more finished state as the weeks go by for my final graduating quarter.
And now for the pictures!
Reference shots:
Replies
I have the idea of creating the first reference shot (pictured in the post above) exactly as it is. The picture is in black and white for I have to modify it color/texture wise, but as for the layout of it I will be attempting to emulate it exactly.
The shots I have now are NOT working off of the picture (I have not rendered those out yet), but instead these shots are just the WIP I have so far. I have placed some of the buildings into UDK and I have just playing around with the textures and seeing what I have to work on.
Enjoy.
You should also before the texturing part, try to block the whole scene.
ErichWK - I know what you mean on the house, I am still testing the objects within UDK and I have to work with the texture itself on the building. Hopefully I can start painting my own textures sooner than later because they always take longer than I expect.
[N] - The stretched UVs have been fixed since last night . The tiling is a bit much isn't it? I'll work on cluttering up the scene a bit more to add a better composition to it all. I had an earlier post where I mentioned that I have a better scene where I modeled completely off of one of the references, I just need to uplaod those renders.
iuli4n - I did forget the skydome . Fixed it!
There is still much work to be done and then I will start uploading everything into UDK for the final touches, but as for right now this is what I have.
Here is the Reference shot again.
Keep updates coming !
Edit : The blocking part is far much better. Still a problem with the texture of the house. Looks like you've just put a stone texture randomly on the wall.
Edit2 : No problem! Let's go
I didn't import the new house into UDK yet, so that is why the UVs on the house are all funky still.
Let me know what you think!
I think a lot of your stuff is too low poly and you're not really utilizing modular pieces nor lerping for breaking up tiles. Your tileable textures need work too, you can see where it obviously tiles. That's no bueno.
By posting only one asset with his wire for example, we could help you better. Don't try to do everything together.
Your houses are also way too simple. Get some modular pieces that you can build with. There's tons of good tutorials on how to do so. I've also seen that perfectly slanted roofs wind up being really bad. Break them up with some detail.
Finally, get some big variation in the height of the ground. It feels like it's an endless plane. If it goes uphill, it implies that there's more to see. We fill in the details and assume there's homes and buildings behind that hill. Right now you'd have to fill the land with a bunch of crap to feel real and it would be an ungoldy amount of work (as well as still looking weird because land is never very flat). It seems to go slightly uphill in the photo, but I'd overdo it a bit.
[N] & DOG-GY - Thanks for the C&C! I have been trying to touch up what you guys have been talking about. I am slowly populating the scene with more of the assets that I have been creating. Let me know what you think thus far.( and also if I didn't listen to you guys and you still see something wrong that you already pointed out then YELL AT ME! I want to get better and I demand that you all help me ).
First two are a smaller alleyway that open up into the main "Trainyard" and a reversal shot of one.
Third is a really dark ( sorry ) shot of the new water tower that I placed into the scene. The texture on it is still low and I am going to re-work the metal material on it to give it a more interesting contrast of wood to metal.
Fourth is just a neat shot that I saw when I was fooling around with the fog ( I know everyone hates that sky, so I replaced it. )
You also may want to find some reference with color. Close to the objects on your scene to go by. So that your textures are not so clean and generic.
Still WIP but I wanted to upload it to get some feedback from you guys.
The ref is below.
CHECK IT OUT!
If anyone has any good tutorials on how to make tires (like the ones above, or any ones). I'm looking for how to make the high res and low res.
Do you have a tutorial on how to do the actual tire material (I think the word I'm looking for it 'tread') itself?
Check out SMcars.net, go to the tutorial section and search for tire tread, has a few decent tutorials there...
As for now though, I do have a small update with ROUGH textures and new treads (high poly).
Do those tires even fit that type of truck? Probably not...
Ref:
Please ignore the sky seam, I'm fixing that. And to explain the ref slightly, I modeled the top ref and then added another story so I could put the staircase onto the side of the building. You may also recognize the water tower
Another thing to fix on your truck is the different pixel densities of the hood vs the foot ledge. The textures are, again, coming along nicely, but you are running into the problem of spending too much time on color detail when you should work more on the form/silhouette of the model first.
Just my two cents
p.s. I love getting feedback! You guys know more than me and I need to get better in order to get a job and do what I love for a living. So thank you all for commenting and critiquing!
*still flushing out the silhouette on the wheels and gears*
Quick "paint" over of the bridge. Then a rough stage of it implemented in Maya.
Let me know what you guys think about it!
Your car honestly looks nothing like your ref or any car from that time period. You need to pay much closer attention to your references.
Hey SHEPEIRO - Those are very good words of wisdom and I thank you for them! But sadly I am attempting to graduate from college this December and I need to just do a lot of work! I understand quality is better than quantity and I want to get better and better but, for right now, I just need to pump out as much as I possibly can. Then I can go back and tweak my models, textures, lighting and everything else.
Thank you both for your comments! Now it's back to work for me!
P.S. - Update coming!
Still working on lighting and getting some foliage into the scene.
Thank you everyone for helping me out with this project!
False fronts where all the rage in the mid-1800s
Any ideas on how to make it look better?
AN UPDATE!
Yes, I did rebuild my lighting right after I saw that it was in my screen grab