This is a personal project I just finished. I'm really trying to get my skills up for creating 3D game assets. I learned a TON doing this thing! Very fun.
I started from a concept that I saw ... here on Polycount, I think, actually. I clipped out a small gate in the background to use as a reference:
After awhile it sort of took on a life of it's own and the reference became more of an inspiration than a blueprint.
At any rate, here's what I ended up with!
This was a great chance to really get some time into learning Mudbox, 3DS Max and Photoshop better.
Any thoughts or comments would be appreciated!
Replies
so here are my suggestions.
take your light and give it some sort of a yellowish/orange color and bring up the intensity.
remove the fog, or just tone it down. its too much.
because this is somewhat of a fantasy piece, go into your World Settings and bring your Environment Intensity to about 2. and your Diffuse to about 10.
change the environment color (it actually looks as if you are reflecting a standard checker material.. giving off that blue/purplish color from lightmass. id say maybe lighten up the environment color to somewhat of a lightblue/grey.
fix the plants.. maybe grab some flats (or make your own, thats always fun.. just scanning plants. ) and model off of them, or just apply them as an alpha. just so they have some shape aside from green-looking sticks.
id say maybe also add a blue pointlight in the center. something with a small intensity and falloff, but something noticeable.
most importantly, add a postprocess volume and start playing with colors. adding DOF wont hurt either.
happy travels.
EDIT: OH YEA! REDUCE THE POLYCOUNT. :P most of that can sell off of flats with normal and displacement (bump offset) maps.
Thanks, that is massively great feedback. I'll see about updating the scene...
I'll also try and incorporate the visual feedback as well. Thanks guys!
We started at :
12,358 triangles / 47,495 inst. triangles (according to the UDK primitive stats browser).
So far...
Your pillars could be basic polycubes and still hold the same detail with a low number of edge loops, you have so much going on when all you need is the basic silhouette of the wireframe, it makes no sense.
It's almost as if you didn't bother to do a lowpoly and used decimation master / reduce polygons from a highpoly.
I just grabbed a copy of WrapIt last night and am learning how to best use it. Never really messed with re-topology steps before, so it's interesting to say the least!
Just my two cents..
I didn't mean to imply that WrapIt was going to solve all of my low poly modeling issues, that would be silly - but it's a tool and I think it's worth learning it as I see it recommended a lot.
But if you do want to learn game asset creation you should get into the process of creating a lowres version for baking.
Then you got the small details that's pretty heavy, but the round "platform" is very jagged if compared to the rest.
I realize it's a process, we've all bean there, just don't get to comfy with easy shortcuts (:
I do think it looks good though! Very nice little atmosphere..
im actually very against WrapIt for low poly creation. i saw a demo of that tool way back when and the guy made a low poly of a horse from just boxes, and then turbosmoothed it. sure it gets the job done but using a tool like that doesnt really teach you about topology. i think the best way to learn topology is to mess it up. i use 3dcoat for retops, and if im in the middle of retopologizing a mesh, and i make a mistake, i basically delete everything around that area and start over. its a huge help when trying to learn proper low poly modeling. id definitely recommend 3dcoat, or even the step tool in 3ds max. they both basically do the same thing except the hotkeys in max are kind of weird for the built in retop
Cool, i say post it up! Even though you know what's wrong and that it's shit, letting others tear it down some extra will make you success on the second or third try instead.
I think I'm getting the hang of the low poly modeling and I've been doing it all by hand which makes me regret buying WrapIt now, but as I do more organic stuff perhaps WrapIt will come into it's own.
Atmospherics, bloom, DOF, etc are all going to change in the end. I'm currently just focusing on my triangle counts, exclusively.