main problem I see that needs most of the attention on all of your work is shaders and specular map, other than that you are doing a great job, deffo can see your progress keep it up
awww... no gloss map !
i'll do a paint over and post some feedback on thursday.
But look for examples for texture flats w/ gloss maps
i'll try to find some and upload them too.
the 2 main things i want you to take away from the ref is the high contrast in the spec map and how the gloss map is used.
The spec has more high contrast, pushing both black and white values. Right now in yours its mostly dark grey to black, bring in some whites. Whole areas of the forklift could be in the high white range. and remove the scratches in the spec, and then go back in with a refined approach, like in the ref . the 2nd thing is the gloss map. it reachs 3 main areas/colours. white, grey and dark grey. do the same for your forklift. and you'll see a HUGE difference. Then people will stop complaining about ur spec :P
Looking better, the added gloss map helps alot.
Ur spec map can still use alot of refining. Really go back to basics with it. IMO restart it from scratch. Start w/ blocking out the basic values then move in w/ the smaller details. w/ the photo overlays u have now, its not read as good as it can be. there really needs to be more overall contrast. Reduce the amount of photo overlays in the spec.
its improving.
For ur spec, take out the greens, and blues. Right now they;re not reading at all.
Leaving it in a grey scale range is really the best right now, then add colour later on.
always take out/ reduce the amount of the "smokey/smear" look in the spec. these smaller details dont always read well. Leave things bolder/more clear in the spec usually helps w/ overall read. look back at the ref on the oil barrel to see what i mean.
ur plans for ur WW2 set looks cool.
maybe do a mind map for it :P
for ur spec. the areas that are metal on ur forklift. like the front bit and the black areas that are metal. in ur spec make all of those 50% grey. and only put details like scratches. The (some) of other details in ur spec right now dont have a lot of logic behind them.
For ur WW2 scene, i hope its something small / tight. I tried doing a WW2 scene once, and went kinda of too big w/ it...
Hiten, Taking a different approach now. Realized it was probably going to get out of hand.. Ive got to go away for work for a couple days, will be able to have all the concepting out of the way for mid-next week.
Right now its really about playing w/ the spec/gloss (maps) and spec/gloss on the shader. which is the super tricky part. The only really thing to keep in mind ( or visual externalized ) the the types of materials ur creating create, and really selling it. You've got Metals, Rubber, and that stainless steal thingy at the back. really determine whats sells these materials. hope that helps !
Well it was brought to my attention that the lighting I had planned is very close to what I did with my boiler scene. So im taking a different approach now.
Going to be dusk, sunset in the background/ through the boards however there will be lit oil lanterns set up in key areas in the scene.
Going to start in on props tomorrow, then refine the lighting as I go.
Looks cool,
maybe add some moon lighting (white/blueish)..far right hand side or door way... just an idea
be sure to add the actual prop that is emitting the light. it make more visual sense of where the light is coming from
Looking cool Ben Really digging your stuff! . I am kinda thinking an old oil lamp hanging from one of the center posts might look kinda cool and add some more lighting interest. I know you are not in the prop stage yet but might look kinda cool.
Hey dude looking pretty good coming along couple of small things. On the doors (didn't look at reference myself) are there supposed to be handles in order to open the doors? or do they just manually open? also no hinges on the doors looks like they are just floating there. This is being really picky but the placement of the shelf doesn't seem very practical it's right beside a hay bail which would make it UN-accessible.
One thing I noticed is if you are going to make a highly detailed tractor for this scene I think it should be more the center of attention make it the focal point because. As it stands now I keep looking at the ladder qhich has a lot less intrest than your tracktor that is off to the side.
Look good Ben.
Nice job on breaking up the straight lines.
now its time to FINISH THE FIGHT !!!
btw try not to crop out too much of the tractor.. it'll feel kinda of weird...
Computron- it is UDK, but the viewport is set to detailed lighting. (Thanks Simon)
Yep thats exactly what I was thinking Mike
Thanks Hiten, Switched up the location of the tractor, not totally sold on its location, however Im going to go in and fiddle with the lighting and try and get a neat composition
Replies
Keep it up !
Update:
I'd like to do some paint overs
I've been getting a bunch of work lately so I've been lacking time
i'll do a paint over and post some feedback on thursday.
But look for examples for texture flats w/ gloss maps
i'll try to find some and upload them too.
These are not mine JUST REFERENCE.
The spec has more high contrast, pushing both black and white values. Right now in yours its mostly dark grey to black, bring in some whites. Whole areas of the forklift could be in the high white range. and remove the scratches in the spec, and then go back in with a refined approach, like in the ref . the 2nd thing is the gloss map. it reachs 3 main areas/colours. white, grey and dark grey. do the same for your forklift. and you'll see a HUGE difference. Then people will stop complaining about ur spec :P
I also found this over at Eat3d:
http://eat3d.com/forum/general-discussion/simple-description-gloss-map
Here is what I came up with:
SPEC / GLOSS:
Ur spec map can still use alot of refining. Really go back to basics with it. IMO restart it from scratch. Start w/ blocking out the basic values then move in w/ the smaller details. w/ the photo overlays u have now, its not read as good as it can be. there really needs to be more overall contrast. Reduce the amount of photo overlays in the spec.
Here is where I am at:
Also here is where Im heading with my next project:
(will post more tomorrow)
Thanks,
Ben
For ur spec, take out the greens, and blues. Right now they;re not reading at all.
Leaving it in a grey scale range is really the best right now, then add colour later on.
always take out/ reduce the amount of the "smokey/smear" look in the spec. these smaller details dont always read well. Leave things bolder/more clear in the spec usually helps w/ overall read. look back at the ref on the oil barrel to see what i mean.
ur plans for ur WW2 set looks cool.
maybe do a mind map for it :P
Update:
Still would like to know where I could improve this, how ever I think I'm ready to tackle my next scene
Heres an outline, Going to add to it and organize it more.
Love to hear some ideas
For ur WW2 scene, i hope its something small / tight. I tried doing a WW2 scene once, and went kinda of too big w/ it...
Hiten, Taking a different approach now. Realized it was probably going to get out of hand.. Ive got to go away for work for a couple days, will be able to have all the concepting out of the way for mid-next week.
cptSwing, thanks btw MeteoR looks really cool!
Forklift:
Block out w/ some ref
GOD RAYS !!!!
Update:
Wood planks-
--Will be using vertex painting for this so it will very as this sheet will be used throughout the entire scene.
Thanks,
Ben
Update:
Well it was brought to my attention that the lighting I had planned is very close to what I did with my boiler scene. So im taking a different approach now.
Going to be dusk, sunset in the background/ through the boards however there will be lit oil lanterns set up in key areas in the scene.
Going to start in on props tomorrow, then refine the lighting as I go.
Critiques are welcome
maybe add some moon lighting (white/blueish)..far right hand side or door way... just an idea
be sure to add the actual prop that is emitting the light. it make more visual sense of where the light is coming from
Here is a crude paint over with where I am at.
btw
have you seen the movie War Horse ?
TONS of great ref for this type of stuff!
u really should check it out
its also a good movie.
Love where this is going man!
Aim is to finish up this project over the next week or so.
Anyways here is where I am at:
Everything is still WIP, critiques are welcome
Thanks,
Ben
Is that SSAO or a non realtime render??
One thing I noticed is if you are going to make a highly detailed tractor for this scene I think it should be more the center of attention make it the focal point because. As it stands now I keep looking at the ladder qhich has a lot less intrest than your tracktor that is off to the side.
Cheers
Nice job on breaking up the straight lines.
now its time to FINISH THE FIGHT !!!
btw try not to crop out too much of the tractor.. it'll feel kinda of weird...
Computron- it is UDK, but the viewport is set to detailed lighting. (Thanks Simon)
Yep thats exactly what I was thinking Mike
Thanks Hiten, Switched up the location of the tractor, not totally sold on its location, however Im going to go in and fiddle with the lighting and try and get a neat composition
Here is where I am at:
Critiques are more than welcome
Just an idea.
Have some moon light coming in from the right hand side, aimed towards the tractor.