Hey guys, I decided it was time for me to do an environment, basically because I've only done small props, and I figured I would learn a lot from doing an environment and I was right. I've learned tons, and I've barely started.
The environment is supposed to be almost like the roman collosuem, where people would go to watch fights, or like magic performances and things of that nature. I have a basic block, which I'm going to redo because I'm not to happy with it, so I'm not gonna bother showing it. But here are some high poly and low poly renders.
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The misc piece is shown in UDK and the pillar is in the max viewport.
The misc piece is 1400 tris and the pillar is 404 tris. The misc piece definetly coul've been done better low poly wise.
I plan on doing this all in UDK, and spicing some pieces up with vertex blending, probably moss and things of that nature.
Any crits or comments you guys might have would be awesome. Thanks
And happy holidays to all!
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alright, so I'm thinking I'll create 3 different variations, one messed up, one extremely messed up, and one not so much. And then blend them in UDK.
A lot of your sculpts look very .. soft. That doesn't really look like a brick - Try using some stencils / alphas to get some actual detail from textures in there.
The brick needs some more detail in the scupult and id make that edges harder, anyways, i am no scupult pro in any way :P
Column looks cool, want to see it textured
saeseme: the bricks are going to be different. I'm going to rotate and scale them up to make patterns and such.
more art on the way!
alright, so there's the improved brick, and don't worry, I'm going to get the fine detail from photoshop filters for images and such once I get my diffuse done. I like this one a lot better.
Any crits or comments would be awesome
and crits or comments are welcome
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Try using the claytubes with a more nosier alpha and add noise to the whole brick. It looks a bit weird the brick being so perfect with flattened edges.
One stair in middle row seems high.
Seem to be rather large gashes in the stairs
If they are going to be very worn out stairs the blocks would tend not to be so even with one another.Maybe rotate them a little.
I see individual assets but no blockouts, It's so important to block your environment out with shapes and lighting, adding to each section overall and not spending too much time on one piece until you've formed something.
Once your infrastructure is done you can move onto props, but I'd say visualization is key in making a good environment.
For this environment use Assassin's Creed (or any other game that inspires you related to this era) as a reference among your photo reference, having a game as reference as well as real world reference will help you make the conversion into 3D.
Get a blockout with lighting ASAP in my opinion.
Mr Bear: Yeah I actually decided to ditch the noise and just do it when my diffuse was done with a filter. And I've actually been advancing my blockout as I move along, I guess it is time to finish it. And yeah, I've been looking at tons of stuff, from games, (dragon age, oblivion) and even other artists stuff. Will check out assassin's creed.
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thanks
Retopo: Just model it, it's all about approximation. Model the general shape add some bevels where those worn out edges are and you're set. Afterwards you can use Max Retopo if you are feeling particularly picky
Also, you might find it easier to model around your HP if you select it and press Alt+X. That should make it semi-transparent.
Hope that helps :thumbup:
Builder: Thanks!
Aight so here it is, with the normals on in xoliul shader, some meh spots, but nothing a good texture and detail map should fix. I think it'll suffice
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I would give you the tri count and wire, but max just crashed so I'll just throw them in the next post. On to the blockout!!!
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SOme things are tough to see, so I made the centerpiece and the stairs darker. Now of course, you can obviously tell I wanted to make my blockout REALLY simple, I just didn't want to spend too much time on it.
Thanks
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alright, so another retexture, this time going for a more subtle style, how do you guys think about this one over the previous? Which one do you guys prefer? Just keep in mind this one has a spec map
I'm a little upset I did those assets for no reason, but I kinda do realize it was excellent practice, and I learned shitloads from those two assets alone.
and so here's the high poly stair case so far, that I can instance aall around and whatnot
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edit: better one, defined some more rocky edges
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No dick comment here, I'm just noticing a habit in how these sorts of stairs are being created amongst the art community and am ready to see it become old hat. It doesn't look at all realistic to me.
I can also be smart to do one object more than once, not just make it and then done with it, sometimes when you make it the second time you have learned alot from your first attempt.
And i have a feeling that you make excuses for not doing you best since you are going to zbrush it, or do a normal in photoshop or even hide it in the diffuse, you want it to look good on it's own before you move on to the next stage.
And as others have said the stone sculpts are very soft, and i feel random at times, wear and tear wont look good unless it's a bit tought trough, and not just slapt it on.
Hope it helps a bit
My comment was on this image specifically:
http://img151.imageshack.us/i/stariscenterlowrender.jpg/
But the others are pretty standard fare as well.
Builder: yeah I guess, but i don't really like that sculpt anyhow, gonna try an entirely different approach to the environment though.
Stomberg: thanks for the post man, it was great, and I'm taking that more than one object idea from you, I think I'm gonna do something more to that effect this time. Totally agree on the wear, and to help out with that, I made a ref sheet for my pillar (and possibly objects like it. Still working on the block, not far enough yet to feel confident posting it, and the ref sheet is about a quarter actual size.
it's very simple, once I finish this first pass, I'll go in and refine, then make the base meshes, then sculpt them all, the retopo them all, then unwrap them all, the bake, texture them all, I'm trying to go through this in a sortof pass style.
http://hedgesociety.typepad.com/.a/6a010535e3ac90970b01156f2a61cc970c-800wi
http://image.shutterstock.com/display_pic_with_logo/71492/71492,1242496035,2/stock-photo-steps-in-castle-in-cahors-france-30347926.jpg
http://farm3.static.flickr.com/2639/4084444322_f77e5a55aa.jpg
I guess this is closer to what your trying to achive.
http://daviding.com/blog/wp-content/uploads/2008/11/di_20080401_fuschl_ruins_stairs.jpg
http://image.shutterstock.com/display_pic_with_logo/76767/76767,1188861648,7/stock-photo-close-up-of-an-ancient-auditorium-stairway-amphitheatre-palmyra-syria-5063377.jpg
Here's an update on the pillar, just gotta add the twirls and then itll be all good for zbrush
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