I agree Rasmus, I think my issue was that I collected all the ref and then only selected bits and pieces from each ref. Im going to go back through and see what I come up with. Thanks
Its slowly improving. It will look amazing when ur done !
For surface play look at this image.
>Check out of the floor and you can see how reflective the material is, you should try to adjust some of the shader settings to get this effect.
>Also check out the overexposed windows, they all basically 100% white blew, try to achieve this in ur level out
Couldn't help doing a paintover as a suggestion - and like Mistry pointed out, your scene looks flat and dead without some specular life going on. What I was trying to do was correct that, and add some depth between the floors, try to make it look more like all natural light on the top floor and artificial on the bottom. Colors might be a little off from your previous image but you get the point
Lovely work, the specular really makes the difference. Only suggestion I have is to ramp up the spec on the turbine shell-things a bit more, and then bring back some the detail in the ceiling beams like in rasmus' paint over, which I feel like have been lost to flat colour in your latest screen. Also I feel like your upper floor is a bit too red, maybe color grade it to give it that very subtle desaturated yellow-green tint like in the paint over, and then just have a very very subtle red ambient light downstairs to re-introduce the red down there? Not sure which engine you're using, that's just how I would do it in CryEngine.
Just my opinion, but either way this is shaping up very nicely.
Wow, that's a lot better and scarily close to my paintover I don't know where your tastes lie, but I think a sharpen filter and a liiiitle bit of fog to kill some of the even oversaturation of the scene could push it even further. You can do a sharpen filter as a post processing effect in UDK, google for it and it should turn up. I also have to say that while the more distant assets look ok from this angle, the turbine thingy on the left shows that the asset could use some texturing love, and I'm not sold on your specular for it. There's a very harsh polygonal edge where the top red panel transitions into the black strip - that and the specular are its most noticeable shortcomings. Finally to nitpick, the foggy haze coming down the ceiling top-left will read better as ambient skylight if it's more blue.
Hey Alberto, Ill look into that for my next scene Thanks
Thanks Rasmus, lol yeah I tried to keep it fairly close Boosted the spec of most of the objects and then went in and did some photoshop magic!
The black strip is actually set in underneath the red shell part, maybe a darker shadow.
I definitely learned a lot with this piece. I learned that too much tiling can be an issue, ie the texture lacking on the turbine. Could not really go into detail with out huge tiling. Very fine line between custom and tiled.
I think Im going to move on from this piece now, thanks for the help!
Ben, nice work. You've improved a lot of just a few months.
With the new lighting ur scene looks much better. I would suggest adding a bit more of a bounce light, to that the ceiling could be a tid bit more visible. The saturation of the blue light on the 1st floor is a bit too high. But u did say ur done with the scene, so the final thing i would suggest is doing a post mortem of your scene. It could be a list or a mind map. But be sure to post it in this thread
As for the forklift, hope to see this finished sooner then later !
Hey Hiten, Thanks I made the ceiling a bit more visible.
As for the forklift, Ill be updating later today! I put a time deadline on this giving myself 20 hours to complete it. Not a date, time is a little easier to control :P
Hey, your folklift looks pretty good.
But I would change the tire treading on the HP. They don't look right...
And on the front grill part... you might want to have a smooth curve...
I also need to have one of these modeled for my scene so I am going to watch how this turns out..
Looks great, i've improving ! which would mean you should get a REAL job soon :P
I agree w/ wasabi about the curve.
Also try changing the shader on the forklift to a grey ( higher in value then the background) and leave the gloss low, and spec very high. Right now the nice curves from the Hp is a bit blown out.
good start so far ! i've made a bit of a contact sheet of some areas of improvement. Overall i feel that you 30% done. I know you might think that this "sounds" bad, but it isnt. your on track w/ alot of ur texturing it just needs polish work in order for it to really feel "real"
if the link doesnt work let me know - i'll repost this image as a embedded image when i get home*
Hey, thanks for posting an update.
I do notice the spec (but its super minor)
The actully surface materials on ur forklift isnt really showing though.
For example. The tires dont feel like rubber, the dirt could be a bit more refined ( a bit less)
The same goes for the painted parts of your forklift.
maybe changing up the light setup might help.
Iciban- RTT is built right into max. The built in shortcut is "0" (zero) should open it right up. If you want I think I have a tut somewhere. Lots on youtube too.
Also here us what Im thinking for a Presentation shot.
Replies
For surface play look at this image.
>Check out of the floor and you can see how reflective the material is, you should try to adjust some of the shader settings to get this effect.
>Also check out the overexposed windows, they all basically 100% white blew, try to achieve this in ur level out
Here is where Im at currently, Running into compression issues, whats the best way to get screenshots from UDK?
Same shot: One is brightened up.
Thanks again for the paint over Rasmus!
Just my opinion, but either way this is shaping up very nicely.
I brightened up the spec on the turbine shell, and messed around with the ceiling, here is where I got
Hey Alberto, Ill look into that for my next scene
Thanks Rasmus, lol yeah I tried to keep it fairly close
The black strip is actually set in underneath the red shell part, maybe a darker shadow.
I definitely learned a lot with this piece. I learned that too much tiling can be an issue, ie the texture lacking on the turbine. Could not really go into detail with out huge tiling. Very fine line between custom and tiled.
I think Im going to move on from this piece now, thanks for the help!
Updated:
Block out started:
With the new lighting ur scene looks much better. I would suggest adding a bit more of a bounce light, to that the ceiling could be a tid bit more visible. The saturation of the blue light on the 1st floor is a bit too high. But u did say ur done with the scene, so the final thing i would suggest is doing a post mortem of your scene. It could be a list or a mind map. But be sure to post it in this thread
As for the forklift, hope to see this finished sooner then later !
As for the forklift, Ill be updating later today! I put a time deadline on this giving myself 20 hours to complete it. Not a date, time is a little easier to control :P
thanks again
Im working on the post-mortem, probably have that up tomorrow
Base mesh:
Yes ill be making a Hp for it :P
Have the PM up in the am.
Thanks again,
Ben
HP:
LP:
But I would change the tire treading on the HP. They don't look right...
And on the front grill part... you might want to have a smooth curve...
I also need to have one of these modeled for my scene so I am going to watch how this turns out..
Tightened up the grill, smoothed the edge some,
Changed the back tire to match the front tire, as of right now I like the way they look
Update:
I agree w/ wasabi about the curve.
Also try changing the shader on the forklift to a grey ( higher in value then the background) and leave the gloss low, and spec very high. Right now the nice curves from the Hp is a bit blown out.
Fixed the curve, and the shader.
Can you show me how you modeled the chain?
I know I m going to struggle with that when I model this.
LP already cooking ?
Thanks John
Glad Bobs content now
Almost done the unwrap, then the baking starts
Normals baked out, still need to go in and fix them.
Hope this helps wasabi
There are many ways to go about this, this is just how I did it... I messed around with the bend modifier to get the desired loop effect.
Ben
good start so far ! i've made a bit of a contact sheet of some areas of improvement. Overall i feel that you 30% done. I know you might think that this "sounds" bad, but it isnt. your on track w/ alot of ur texturing it just needs polish work in order for it to really feel "real"
if the link doesnt work let me know - i'll repost this image as a embedded image when i get home*
Still quite a number of things to do on my list. Should have part of tomorrow for this
Wanted to post an update:
Or lack of any spec dude ! y show no luv for da spec guy ?
I had spec turned off
Ill Update with lots of love for the spec later today
Thanks Josh!
Update:
I do notice the spec (but its super minor)
The actully surface materials on ur forklift isnt really showing though.
For example. The tires dont feel like rubber, the dirt could be a bit more refined ( a bit less)
The same goes for the painted parts of your forklift.
maybe changing up the light setup might help.
Iciban- RTT is built right into max. The built in shortcut is "0" (zero) should open it right up. If you want I think I have a tut somewhere. Lots on youtube too.
Also here us what Im thinking for a Presentation shot.