Here's the first step with a sketch of the level.
Some elements are missing like graffitis, a car on the left, bricks and an overlay and perhaps le shadow.
Cool sketch and nice scene build up untill now. What I would like to se is more stuff happening in the foreground, right now it feels kinda empty upfront. Maybe do a fire hydrant and some garbage dumpsters near the street. Keep working hard dude!
But I don't buy this alpha'd wall at all Seems too cheap to be in the foreground this way when for the same amount of texture space you might use a real geometry based wall with better rim lighting capabilities.
I think you can afford it, it's not like you've eaten the 250k budget yet.
Hey i think this is looking really nice. Scrolling by fast i mistook it for a concept.
Definetly focus on the foreground and make it less muddy. Maybe some greens will help to seperate it from the background.
I start to work on foreground with Tobeeffle and after that, we'll simplify some textures and add a 2D aspect on them to be nearest possible to the style we choose.
We work with mout on building, we add clothes, and some building objects.
Tomorrow, i will finish all misses textures (road, concrete on stairs right side, airduct on principal building, clothes and windows); during mout will prepare tag, and flat textures in the far end.
Normaly, we will retake hue / saturation and details wednesday and be ready for thursday.
to show some details, i post paving's construct. So i prepared 15 pavings, that i put in zbursh for details modeling. We prepared diffuse texture, and i broke some paving to break the tilling, let you see, in motor render.
In progress, we have to put background (plane), move some saturation and put tag on wall.
Technologically, tomorrow we will put tag on plane, and those plane will be in transparent bump specular, such as we will put brick wall's normal on it, to get the brick effect with out have to break the brick tiling.
Moreover, we want with mout, ink the alex's univers as the original stage. So alex live in Greenwich, and we put some element of this area. That's why we chose to put greenwich's library in back ground (as you can see below, with some new color test).
To finish, Some screen in viewport (not camera with effect), to show you some details of our work. However, you will see not big and smooth result, cause they're in back so they don't need a lot of details.
Hope you like, and see you tomorrow for the final renders !
I'm not really feeling the library. I think the shot does need a background, but the library just seems really out of place. I mean there is literally bare dirt alley leading to this fairly well kept looking building.
Replies
Here's the first step with a sketch of the level.
Some elements are missing like graffitis, a car on the left, bricks and an overlay and perhaps le shadow.
test of Ambient Occlusion
Uv in progress, diffuse with nrm soon.
Here's the WIP of the next step : color !
In progress,
lightmapping realise in unity. We work, on brick's speculary for the being. Windows will appear next time.
Some colors changes ...
Next time we will post zbrush work too.
But I don't buy this alpha'd wall at all Seems too cheap to be in the foreground this way when for the same amount of texture space you might use a real geometry based wall with better rim lighting capabilities.
I think you can afford it, it's not like you've eaten the 250k budget yet.
Definetly focus on the foreground and make it less muddy. Maybe some greens will help to seperate it from the background.
I start to work on foreground with Tobeeffle and after that, we'll simplify some textures and add a 2D aspect on them to be nearest possible to the style we choose.
The alpha wall is going to disapear very soon .
hi,
We work with mout on building, we add clothes, and some building objects.
Tomorrow, i will finish all misses textures (road, concrete on stairs right side, airduct on principal building, clothes and windows); during mout will prepare tag, and flat textures in the far end.
Normaly, we will retake hue / saturation and details wednesday and be ready for thursday.
to show some details, i post paving's construct. So i prepared 15 pavings, that i put in zbursh for details modeling. We prepared diffuse texture, and i broke some paving to break the tilling, let you see, in motor render.
Next step tomorrow
In progress, we have to put background (plane), move some saturation and put tag on wall.
Technologically, tomorrow we will put tag on plane, and those plane will be in transparent bump specular, such as we will put brick wall's normal on it, to get the brick effect with out have to break the brick tiling.
Moreover, we want with mout, ink the alex's univers as the original stage. So alex live in Greenwich, and we put some element of this area. That's why we chose to put greenwich's library in back ground (as you can see below, with some new color test).
To finish, Some screen in viewport (not camera with effect), to show you some details of our work. However, you will see not big and smooth result, cause they're in back so they don't need a lot of details.
Hope you like, and see you tomorrow for the final renders !
I really like the look of the scene otherwise.
And now !
Le Graffiti Time !!
for real this time (skeleton one was not very convincing :P)
Cant wait for the final.
Stand for more information, we don't know what we have to do. I remembered deadline is for today so... Enjoy ! Hope you like.
Not really in 1920*1280 cause i need to put 2 black borders (name, render, ...)
And those graffitis are really awesome:)