OK! so, here I am, starting this art dump, and thus finally finishing this portfolio of mine. :poly118: Had the worst year last ... year. so, here I am starting new looking for you lovely people for guidance and constructive criticism.
First off I think I should lay out the plans and goals of this art dump:
1. To put together a nicely balanced Environment Artist Portfolio
2. To elevate my skills and challenge myself
3. To hopefully inspire the people in this site that inspire me
I plan also, to create about 3 environments and a Myriad of props.
The first scene.
Empire:
A totalitarian government building, this is heavily inspired by 1984 book, and Art Deco architecture. I want to put a totalitarianist twist on art deco and get a moodily lit environment like dark city and achieve a vibe that's at the same time welcoming, yet ominous.
Just like 1984 the scene will have tele-screens propaganda and party banners. I will be changing the story for the sake of my scene.
and here are some of the High Poly's: (sorry for crappy screen grabs) :shifty:
P.S.
I'll try my hardest and darnest to update this every Sunday. or whenever i can in between the week.
Replies
Some of the best Env model pieces Ive ever seen
Do you use array tool alot?
Thats the only way I could see this being possible
I dont think he's sculpting them. It looks like its box modelled and then just copied out since most of the work have several symmentrical axes he can use to fill out he piece.
That being said, damn awesome work man! Good presentation and fantastic model and visual quality on every piece! I really dig the whole art deco style you got going.
What version of 3DS Max do you have? 2012 got significant improvements to its performance under high polygon counts.
Bonebrew22: lol thanks dood, Um the tools i use vary a lot it's usually for what i need at the moment that being said i regularly use, the grid, path deform, bend, ffd, push, shell... ugh i'm blanking but yeah those are mainly it.
Poffington: thanks, dood, i absolutely love your work.
Tharle: I'm not sure i have a workflow per say lol but what i usually do i think of a piece i need and then get the references suitable and try to distill small amounts of details and combine them. I'll try to record myself and post it up towards the end of the project.
Wrath: I found a bunch of images thru google images, picasa, and some really awesome flickr groups. http://www.flickr.com/groups/artdeco-ameria/pool/tags/door/
also, this website www.decopix.com but mainly, google images.
Bibendum: Using 2010 at the moment, my system isn't perticularly fast it's just AMD dual core 2.6ghz and 4gbs of ram and a small quadro card.
thank you so much guys! i'll try to post some of the bakes i have soon as i'm trying to find a suitable color pallet for the scene.
will need to redo them cause one of the uvs mess up. :poly117:
Nice stuff tho, congrats!
I humbly suggest this link for some references.
http://www.darkroastedblend.com/2009/02/totalitarian-architecture-of-third.html
Oniram, you're right i took your advise and optimized the model and cut some of the fat!
Walrus! you're a lifesaver! I've been looking (and failing) for Third Reich Architecture thanks so much! this helps a ton!
I think i want to paint the enrionment in a military theme so some green bronze-ish textures with gold and marble. still playing around with colors.
oh yeah here's the cleaner mesh:
damn... yeah i see what you're saying. I think my only explanation is i didn't want it to become an eye sore, since the model is huge in the game engine its about 400px high
so i really wanted to to distribute polys in the curves direction. What would you do? and what particular parts would you trim?
here's the new one:
I need to learn modelling skills as good as you do before i talk more - cheers! subscribed lol
make sure you really strive for those nice fat edges so your meshes bake down nicely and read well at odd angles and from a distance.
Racer: yeah im definitely going to be looking at these parts when im baking them i still need a tile to the blank part of the model which i'll probably do in PS. thanks for the advise!
here's a bit more pieces just need one more highpoly model (tele screen) then i can start texturing for real! lol
Floor Lamp:
Chair:
and Table:
and the floor lamp is from this pic off of Decopix.com
That being said, it is a nice looking piece. Wanna see it textured.
edit: same goes for the 4 ribbed curves immediately above the base. pretty unnecessary.
Thanks to everyone for the comments and crits, it helps a ton. ULY i hear you live and clear. I will redo the globe and stop modeling so insecurely lol. By the way, the whole level is going to be a small gathering place for high ranking party members. a lot of copper and fake gold.
first pass, still working on Spec maps.
Care to share a tutorial on how you create yours? Photo sourced or do you paint it from scratch?
Thanks a lot, dood. Um, towards the end of this project i'll make a small onefor the copper and gold since it was a headache for me to get it to look relatively good. But, yeah i'll def share some.
I think he meant, the 90 degree angles on the floor piece, i did fix it a bit and changed the angle, refined it if you will.
Still very Wip.....:\
Still Need to do:
.add detail normals
.add ceiling, and ceiling windows.
.add floor texture
.adjust specs and gloss maps
.add the globe, banners, chairs and decore
.and post process.
but here's some progress! looking forward to crits!!
Once finished, this is definitely going into my inspiration folder.
@Joshua: Yeah, i can see what you mean im hoping the sun light that im plannin to bring it will alleviate that a bit.
@RexM - @mishin: Thanks!