Hi every people,
Im currently creating a Japanese garden for my portfolio,
most of the assets arent really textured yet, im just figuring out what needs to be done.
Im hoping to create two versions, a summer and autumn:
Summer mainly green colours with subtle variations.
Autumn red, orange contrasting with the green.
Please crit away so I can push this !
Replies
http://www.polycount.com/forum/showthread.php?t=79836
I look forward to talking and making critiques on each others work!
It looks like you are further along than me with your composition and setting. I am yet to have all that set in stone, but I'm very happy to see someone else engaging in a setting like this as well!
Ive just finished the normals (just the baked normals here, have to add the detail from diffuse) and diffuse (still needs some tweeks) on the wall.
The inspiration is from saihoji temple in kyoto, ive yet to put start the spec.
Good work, i have a huge tattoo on my leg that reminds me of this.
One little thing : from this point of view the tile is pretty obvious and I can see a little seam.
Good job, looking forward to see more
Cremuss Yeah the seams are visible, Ill work on getting rid of them.
Good work!
I'm working on a modular wall piece for an MMO at the moment, and yours is way more high poly than mine.
In the recent past, a lot of MMO's are lower poly, but nowadays they're way higher.
I think that poly's really aren't of too much concern anymore nowadays, as long as it's not completely ridiculous. Even for modular pieces.
Agreed. I don't think I've run into excessive poly count being a performance offender for quite some time. Typically I've seen shader complexity and draw calls being the main culprit.
Awesome! I feel safe to up the poly count on my own japanese wall piece thing now lol
Looking forward to seeing how this turns out.
Hayden Zammit: yes its true that if this were for an MMO the polys would be high, but for a classic next gen game I think its ok (plus for a portfolio scene its a bit diffrent again ). Good luck with your work
popngear yeah like stupid amounts of opacity maped objects, thats going to be the killer performance wise here, I think.
Makkon Hey there, sorry to disappoint but its just speedtree, the textures are my own though. Speedtree comes free with UDK its simple to use, and you can add your own textures and models if you want. It seems to me lots of companys are using it so I wanted to try it out
JarlanPerez Thanks, cherry blossom has to be in here, its coming
Mr Bear Yeah, I know black skys xD Ive actually made it at this point Ill post some new screens laters.
Just a quick update on some assets, the bridge this time. I had the high poly model so I just baked it out. Now I need to texture it, its going to take ages
I though of having it painted red but it might stand out a bit to much, plus Id rather have the colours coming from the trees not the bridge. What do you guys think?
Next up more shades of green, replacing that stupid moss and adding some cherry blossom.
Other than that the actual grass is probably the other big weak link. Everything looks rock solid but i think some actual foliage would look good on the grass, its just too flat and plasticy. Better still if you could put large grass in patches near the shoreline, though i hate to suggest that as this is a japanese garden and supposedly very well kept.
The bridge seems a little dark and oversatured as well. Draws your eye too much and i wouldn't call it the best asset in your scene.
Excited to see where you take this. A window or two on the walls would look nice and break them up a bit. I do like the empty surrean feal you get from the long stretches of blank wall but it just seems a bit too barren right now.
Edit: Those multicolored fish with the orange and white would look awesome swimming around.
But for all i know there aren't fish in japanese gardens, haha. So be careful with that suggestion.
NM i take that back!
this will be so zen !
Ive been busy lately but finaly got round to uploading some progress Ive made on this scene.
crazyfingers Thanks for the comments mate! Yeah it was the DOF creating that foggy feel, I ditched that pretty fast xD
Ive changed the sky so that the clouds are at a better size, as for the grass, tbh it was suposed to be moss, but Im having trouble nailling the look of it. Also it will be cut up with paths soon, that should help with the massive green blob look ^^
The white wall will be getting hanging flags with the clan Mon to break it up.
Koi? you want Koi? you get Koi! =P
Robbyh Thanks mate yeah I hope I can keep that zen feel
Ack MasterThanks
Other than that it's looking sweet, nice work!
i think u missed something on the fish one of its parts better check again
Ok so Im testing out some a new leaf type and some colour variation, Im hoping to add some colour by remaking the bridge in a typical red, also by adding flags on the walls and a path.
MESMURDA Is it the moustache like bits ? ^^ If it is , they are modeled but I missed them in my export
Let me know dude
http://img339.imageshack.us/img339/563/112545630294saihojitemp.jpg
http://img860.imageshack.us/img860/125/11254563029saihojitempl.jpg
http://img846.imageshack.us/img846/289/4saihojitemplekyotokyot.jpg
http://img864.imageshack.us/img864/5005/dsc01799lb.jpg
http://img832.imageshack.us/img832/5685/japanesewall.jpg
http://img846.imageshack.us/img846/8882/mosstemplesml.jpg
http://img853.imageshack.us/img853/3712/55991152.jpg
Wooo! Those pics really help, thanks man
The bushes on the right look seriously dense!
Any chance of showing a break down of that bush?
Cheers!
the foliage is too saturated, and monochromatic. and makes the whole scene merge together instead as one blob of colour.
when you do trees, try to use smaller collections of leaves per alpha plane, try not to have a huge amount of non transparent areas in your leaf planes because it just highlights how much of a plane it actually is.
make sure the bark in your leaf texture matches the bark on your trunk.
the water looks like it's just a plane with a texture on it. make it more clear and add rocks underneath, add a recognisable border where the water ends and the earth/rock begins. add some moss decals to rocks where they would be wet. add lily pads and flowers on the water. broken tree trunks to break up borders.
consider giving the water a step, a mini waterfall to break up the flatness of the whole scene. adding some height elements would really make everything flow towards the camera.
add things outside the boundries of the walls, make us believe a world exists beyond.
your shadows are very dark and are killing any detail on the little house to the right of the scene. maybe play with the lighting and make it more dramatic, or at least highlight important areas.
looks promising, keep at it, your high poly assets have come out really nice, put that same love into the rest of it