This is my first time posting on Polycount, so it's a little bit scary, but I think I'm ready for it now
. (My buddy (karatekodden) kinda got me to do it)
Anyhow, this thread is focusing on assets creation, I'm gonna to create a tiny tiny environment-plattform where's I'll then will display my diffrent assets.
Now let's get on with this.
Replies
I'm gonna get some more stuff into this little assets-showcase-scene ASAP, thinking about creating a Anti-Tank weapon like the M136AT4 to put against one of the walls. Also thinking about creating some grenades.
your walls look as though they'd benefit just as well with a tilable texture.
Personally, I think the material definition of the crate is a little off, could almost be interpreted as made of some sort of green leather. Did you use any reference for it?
i'm glad your friend made you start posting XD
You are probably right about the walls there, I basically thought it would be fun trying to sculpt a stonewall. But yeah it probably wouldn't hurt the scene to have it tiled as they are pretty much background objects.
About the crate, half-matte plastic material quality to it, tried to achieve something like it, maybe I should decrease the noise in the normal map to make it more smooth? These are the two key reference pics for the model. Cheers!
Cheers!
Furthermore the walls sides have very obvious and bad looking mirroring as it is now, and overall I think the geometry needs to support the sculpt better. Completely black recesses also look unnatural.
I'm not sure if the brighter stuff on the laptop is scratches or part of some camo look for the texture. If it's scratches I think you need to think about how scratches are created and place them a lot more carefully than just going wild with a brush in photoshop.
Same goes for the dust on the crate, the way it has veins now make little sense to me. If you want it to be worn you should probably also add some wear and tear aside from the dust.
The scene where you put your assets also have a few weird bits, such as the three boulders having an extremely gritty texture quite unlike any boulder I've ever seen.
I think before moving on to other assets, you should work a bit more on the ones you have.
Really quick paint over for how you can still cut a few more pollies out of it. I also desatured and darkened your original colour (we dont want terrorists to see our crate from across the desert do we?), and also put a grey background so its a bit easier on the eyes.
I'd totally remove the detailed normal map, and put all the detail in the spec and see how that works for you.
I'm gonna see what can be done..
After I'm done with this I will look over all the other things you guys mentioned before moving on with the next asset. Grateful for your C&C.
Peace!
Noodle!, You're absolutely right about the walls in relation to the other props in the scene, I'm gonna look in what to do about them, I'll probably just redo them and make a low poly that follows the shapes of the hi-poly in a better fashion.
About the texture for the computer, the bright things are just supposed to be sand, I liked the computer clean and fresh at first . But I thought that it might make more sense and add more story to it if I add a lot of sand to it, since if there's a sandy environment it would probably get into every little space possible if a wind blows up.
The texture on the crate as it is at the moment does feel a bit flat to be honest and I'm not entirley satisfied with it. I just had a hard time figuring out what sort of wear and tear that would have gotten this kind of an object and how it would affect a plastic surface like the once on the ref-pics. As I'm going to redo it I'll be sure to put some more time and effort into making it look better. Also as i mentioned in the previous post I'll look into what to do with the boulders and walls after the crate is in better shape and style.
Snow, yeah tedious indeed, kinda wanted to cry a bit when the crate was F-ing with me (well not really, but almost) . But it's pretty much as you are saying, put more effort into making them look good now and I'll feel better about them later on.
hehe nah we definitely wouldn't want that, we want to surprise them, or something.. I put some thought into the choice of color though I admit it could use some a desaturated look. But as for the color in general you might think why have a green crate in a desert-type environment? I thought that it would be kinda boring if everything went in the same lame sandy color and sometimes resources are running short and all that sand camo gear might already be taken. Actually saw that in the HBO series Generation Kill where's the marines hadn't gotten their sand-como kits so they where running around in forest green pants and jackets with sand-camo kevlarvest, helmets and other shenanigans.
I'm currently going back and changing the rocks a bit and redoing the walls.
cheers!
though, now I actually changed the diffuse colors a bit, made the overall green a tad bit darker, made the spec a bit darker where the sand is to decrease the shininess where the sand is located. Also a added some of the sand parts, like the "swiped" areas to make it pop some more and make it more interesting.
I also added a hint of vegetation and some rubble beneath and around the walls. Also changed the diffuse and normal for the boulders a bit (not so noisy anymore). Also did a few changes to the normal and diffuse of the ground, reducing the darkness of the pre-baked AO and adding small bits and piece to enhance the diffuse.
So what does my unofficial board of Art Directors think about all this?
keep working, looks good.
-can we see a closeup of the clasps?
-will the box ever get opened?
-does the box have an inside?
Snader, first: there's your close up, second: It won't ever be opened and third: it has no interior.
have a good one!
Cheers!
auf Wiedersehen!
AT-4 turned out well - just FYI, if it's not actively being used, the ironsights should be folded in. I don't know the reason, but they're popped out as part of the preparation to fire (along with pushing the gazillion safteys )
When I made the rocks for the scenery I looked at the rocks in the Modern Warfare 2 map called Afghan and tried to match their looks (not to fancy imo) as I'm going for like a FPS quality I thought it would make sense. What would you guys want to see change, how and why? that would be helpful for me.
About the AT4 Contrails, I looked at the Battlefield 3 episodic gameplay trailers and they had them up even when given to from another game character, on my version you could fold them in and same goes for the front grip. Gazillions safteys indeed, makes sense though, accidently fiering one could most likely cost your life. cheers
I think individually the assets work, but somehow when all put together it doesnt blend nicely. It's lacking proper composition I guess and attention to detail between the different objects like your ground and wall, plant and sand, tire marks on sand (why the hell?), etc.
ParoXum, I scaled them up slightly they are not very big in reality though so bare that in mind, it's not like the good ol'bazookas back in the day. I can understand some of the stuff you are pointing out. I thought I would add some story by adding the tire marks as if some one dropped all this equipment and then driven away. Though the tracks wouldn't really appeared like that, more likely it would have been deep trails in the sand, though depending on how deep/packed the sand is. Easy solution = remove them from the diffuse and normal map or the more time consuming way, redo the ground from scratch. Ill see what i do about it. thanks for the critique though, and big ups on the nice environments you've created.
Yo Walrus, thanks for the kind words , yeah some more dirt and grittiness on the box would make it more coherent. right now I'll probably jump in on my next prop for this scene. I have noticed that once added more stuff to the scene it effects everything so I'll prolly start working on my next prop and rework some textures along the way.
thanks for leaving your comments dudes, till next time, keep it real
some reference of that AT4.
This one is even tinier than the AT4, it's a M141 Bunker Defeat Munition or "BDM"
and just for the sake of scale, here's a uber long bazooka.
- the transition between the wall and ground is a little obvious, especially in the texture - most visible on the left side of your above screen - making it all one combined model may help
- rocks are low poly and texture could be improved, especially that huge crack - if you're going to keep it, alter the geometry a little so it's indented along that crack to help with your normal
- in regards to the overall composition, like paroxum said, it is lacking in composition and a story - if you're aiming for discarded equipment left on the side of a road, it should be battered up more and not as perfectly laid out (why discard perfectly good equipment?)
- my personal recommendation would be to base a scene around a compound occupied by troops for use as an OP or something. It would be a lot more interesting with buildings, more vegetation, and generally a more lived in look - pots and pans, water bottles, and trash scattered around along with the actual military equipment.
it would mean a lot more work, but it's just a suggestion
(here is some ref as well as a good story: http://www.michaelyon-online.com/precision-voting.htm not exactly what I have in mind, but you should be able to get the idea)
as for the AT-4, I'm not sure what battlefield 3 is doing, but it seems to be SOP to prep the ironsights in the preparation to fire - just checked the AT-4 wikipedia entry, it's in the operation section
I think I haven't been super clear about what this small bit of scenery is supposed to be. The main idea here is to create game assets with a theme (modern warfare) and then display them in little nicer fashion than just put them against a black/grey background. Think of it more as a show window, I wanted a little nice setting for them to be displayed in altogether. Don't get me wrong now peeps, i don't want it to look bad just because of this but making a banged up city block with destroyed cars and burning buildings wasn't quite the plan here ( FYI I would probably have chosen a engine more suitable for that stuff too if that was the case, like UDK).
This is like the pic that I have had somewhere in the back of my head when creating this scene, think i had this pic as a wallpaper back in the day when i was like 10 years old or something like that.
Still very grateful for you guys taking the time giving feedback on ma stuff, its nice. cheers!
Anyways, this is still a quite heavy WIP, lots of stuff left, straps, snaps, zippers and some detailing and what not. Figuered it might be nice to show you guys that I'm still alive and kickin'. Cheers! :P
Maybe it's not the kind of look you're going for, but I would like to see the AT-4 with a little more wear and tear, just my personal opinion. Other than that your props look great.
Lycka till i forts
Hur som helst, tack för din feedback, har du någon sida där man kan kika på vad du har gjort? alltid kul att se lite vad folk pysslar med. Ha det fint!
Faktiskt s
Edit: Woah, did not see that second page there, heh. :poly136:
Chrisradsby, Yeah I know what you mean, it has kinda made myself a bit confused at times, but the wall is slightly higher (check the image). By the way kudos on the cool stuff you are making.
Wesley, they have been separate from the box the whole time, anyway cheers!
N88tr, Well actually I kinda had that predator missile laptop from COD MW2 in the back of my head when doing it.
This one's for chris .
And here are the final pics of the hi-poly backpack, man my crappy ass computer really had to struggle with the final sessions in Zbrush.