I really like what your doing with this beautiful scene. It really has a Bioshock type feel to it.
I agree with Myles on the light situation for the scene. Since alot of the textures have a red, copper/bronze, orange color to them. You might want to (if you can), get another color that helps out more with making your textures stand out from the lights themselves.
It may even be a thing of contrast between light and shadow. Or you could even change the color of your shadows to a blue or green maybe.
All and all, the modeling and textures are on point. Great work man!
Great looking scene dood. Something is bothering me though and that is the supports that's between the pillars.
They look like they are about to crack by the weight of those bends holding the glass together. You might want to add additional support
to them or make those bends smaller in between.
Also when I look at your scene I always picture a large antique clock on the wall :P
Only crit, is I feel like the lighting could be more interesting. Play with some variations. The whole scene is SOooo salmon colored.
Playing with the relationships of warm and cool is usually where I start. You already have 2 light sources that could cast cool tones into your scene (skylight, monitors). Also try to think in terms of hierarchy. Whats the most important thing in the scene? whats the focal point? how can you further accentuate that with the lighting? Decreasing intensity values- increasing intensity values.
you have so much beautiful normal/texture information, Its a shame to see it not be as dynamic as it could be!
The lighting is looking alot better Alberto. It has a lot more depth. I really like the green light around the statues. You could maybe take it a step further and make green floor lamps that point upward on the statue to make the statue more dramatic. As if you were putting a flash light under your chin in a dark room. By doing that it will do a great service to your statues.
Your definitely on the right path though. Nice update by the way.
I just recently finished this small project and thought i should continue it as something else. So.. this may be the beginning of a new project maybe post apocolyptic market or something. we'll see how this goes. lol
looking really cool so far. it would be neat to see a bit more variation in the texture. dirt. cracks. etc. especially in the red bricks, which at the moment look a tad bit too specular, as well as kind of boring. i really like the green trimming that youve got around the building, but i feel that from far away its kind of hard to see. maybe render out a "cavity map" to highlight the edges of the details, or if youve already got one just bring it out a bit more so the edge highlights are more apparent.
the red door or whatever it is has a cool design, but it seems like the normal map lacks depth. maybe render out a heightmap and use a bumpoffset for it? and if there is supposed to be rusted areas for it, it seems as if the material has the same spec/gloss all the way through it. you'd want to make that transition a bit more drastic in your texture.
also if you take a look at the first shot youve provided, just above the rightmost archway (where it and the one to the left meet) there is a pretty apparent seam caused either by your texture or your model (if its a modular piece) being slightly offset. but in regards to those bricks while im at that.. maybe a bit more of a bevel in the normals could help them pop more. as of now they look kind of flat.
aside from all that, as a whole its looking really cool. looking forward to more.
Hell yes, thanks a lot oniram.
Yeah i'm gonna get on those height maps, I thinking i can break it up with some of those textures with some mesh painting, which i havent tried yet. i'll post updates as soon as i can.
Dude Alberto this is looking sweeeet~! I'm loving to art direction of this and I agree with Oniram on the things he said.
Couple of things, the normal map on the white brick looks a bit noisy/pixelated, i also might tone down the ao in the cracks it looks a bit dark almost outlines the bricks in a way(could just be my monitor). Also again with what Oniram said maybe add some variation in the bricks themselves make some darker and lighter. I would also be curious to see the white bricks tiled more, they look fine in the wall but looks a bit odd to me in the pillars.
again I agree with Oniram that the textures overall have a certain flatness to them.
The bronze work is gorgeous.
It might be kewl to put some bars and broken glass in front of the plywood, like you did on the door, just add some extra visual interest.
Also i Didnt notice the giant ass hole in the building, and I am sad that there isn't a better view of it. Its like the coolest part and you hide it from me.
Update soon, your work inspires meh. Also what happened to your other environment?.
...as always, I love your work on details Alberto! all this ornamental art handled so well...this could became your signature
texture work on your building is cool, but it's a little bit too clean for a post-apocalyptic feel. Your building seems to be so new for me, like it was built yesterday. but, as you say, you will see how it goes with your own vision.
by the way, your "bioshock" scene looks beautiful, very inspirational and "irrational";) , do not give it up :P!
HEy guys thanks so much! I finished the Bioshock scene lol just havent put the other pieces, in the engine I'll def do that this weekend.
Toxic: LOL nothing it's still alive~! thanks a lot for your crits dood as always!
Kali: i def agree, im still wondering what i can do and what i can go with before i commit to the post apoco. I really really wanted to do the bat cave for my next project lol so im debating on how long im gonna spend on this.
also most of these textures are 512x512, so i think the amount of detail got really lost because of that? i'll try again but i was banging my head trying to get a better look...
Mr Alberto. If you do not do breakdowns on those trim pieces, showing a highpoly and how the highpoly in question was created. There will be consequences.
hah, I WILL just remaking most of the textures and whatnot, im thinking of adding Ivy, sidewalk, street. a complete building if you will, with more destruction.
started work on the building.... lost a lot of the textures... will have to paint em again. anyway, redid some, and made a side walk and some other stuff. more updates soon.
Damn son you may proceed. if anything the square bricks in the sidewalk look like they are floating on top of the bricks. I'm not sure what you could do about that though unless you sculpted it all as on piece. The textures might help. Its Not really a big deal though. Another thing they look pretty clean compared to the bricks, maybe rough them a bit up as well?
yeah, im going to be doing a lot of mesh painting in UDK, this prob why it looks kinda bland. i'm gonna add some ivy and foliage meshes as well, a lot to do still.
This thread just gets better and better. Remind me again, why the f*!k are you still advertizing that you are looking for work? Your environment pieces are some of the most imaginative and technically robust pieces on the board. Is it a lack of experience deal, the old catch22 ?
I'm seriously confused. You'd fit in well round here I think.
@ kevin, yeah recently i actually got rejected cause i didn't have exp. it burns especially after 2 art tests from the same company. but i keeps it trucking
@ kevin, yeah recently i actually got rejected cause i didn't have exp. it burns especially after 2 art tests from the same company. but i keeps it trucking
Don't worry man. You'll break through soon enough. Your work speaks for itself and eventually someone will realize that.
really nice organic forms dude, the trunk seems to have a really beliveable weight to it, especially at the back. i would make some variation in thickness to the roots where they go downwards to the ground to make it a bit more natural, but really nice progress so far.
Hey man this is looking really good. I was curious, to acheive the look of the tentacles wrapping the tree, did you just go from having the cylinders connect together as one mesh by connecting edges? I noticed you went from having single object cylinders to having them all vibe together. Very cool the way it came out i was just wondering how you combined them?
I stripped modeled most of the mesh over the 'flow' mesh i made with the Lines (i had them rendering in viewport, like 12 sided cylinders). So, i used that to try and create an unruly swirl up the trunk. Kind of a headache but after trying everything else (zspheres, box modeling) this worked the best control wise.
this stuff is amazing man love that you actually went in and strip modeled it it shows and just makes it look CLEAN. really inspiring stuff here man. thanks for posting all this.
Replies
I agree with Myles on the light situation for the scene. Since alot of the textures have a red, copper/bronze, orange color to them. You might want to (if you can), get another color that helps out more with making your textures stand out from the lights themselves.
It may even be a thing of contrast between light and shadow. Or you could even change the color of your shadows to a blue or green maybe.
All and all, the modeling and textures are on point. Great work man!
@tkkstar Thanks! Yeah that's a good idea i'll do this when i mess around with the lighting.
They look like they are about to crack by the weight of those bends holding the glass together. You might want to add additional support
to them or make those bends smaller in between.
Also when I look at your scene I always picture a large antique clock on the wall :P
Didn't wanna bump without an update so..
Here's a quick texture first pass.
The Base will have water as well.
Only crit, is I feel like the lighting could be more interesting. Play with some variations. The whole scene is SOooo salmon colored.
Playing with the relationships of warm and cool is usually where I start. You already have 2 light sources that could cast cool tones into your scene (skylight, monitors). Also try to think in terms of hierarchy. Whats the most important thing in the scene? whats the focal point? how can you further accentuate that with the lighting? Decreasing intensity values- increasing intensity values.
you have so much beautiful normal/texture information, Its a shame to see it not be as dynamic as it could be!
EDIT:
made some changes to the lighting.
Cooled off the scene, tried to pay close attention to the crits!
please more crits! more! you guys kill it man!
thanks so much!
Place holders
Your definitely on the right path though. Nice update by the way.
make it more glossy
you too
Crits would be GREATLY apreciated!!
Architecture is Heavy on the nouveau.
the red door or whatever it is has a cool design, but it seems like the normal map lacks depth. maybe render out a heightmap and use a bumpoffset for it? and if there is supposed to be rusted areas for it, it seems as if the material has the same spec/gloss all the way through it. you'd want to make that transition a bit more drastic in your texture.
also if you take a look at the first shot youve provided, just above the rightmost archway (where it and the one to the left meet) there is a pretty apparent seam caused either by your texture or your model (if its a modular piece) being slightly offset. but in regards to those bricks while im at that.. maybe a bit more of a bevel in the normals could help them pop more. as of now they look kind of flat.
aside from all that, as a whole its looking really cool. looking forward to more.
Yeah i'm gonna get on those height maps, I thinking i can break it up with some of those textures with some mesh painting, which i havent tried yet. i'll post updates as soon as i can.
Couple of things, the normal map on the white brick looks a bit noisy/pixelated, i also might tone down the ao in the cracks it looks a bit dark almost outlines the bricks in a way(could just be my monitor). Also again with what Oniram said maybe add some variation in the bricks themselves make some darker and lighter. I would also be curious to see the white bricks tiled more, they look fine in the wall but looks a bit odd to me in the pillars.
again I agree with Oniram that the textures overall have a certain flatness to them.
The bronze work is gorgeous.
It might be kewl to put some bars and broken glass in front of the plywood, like you did on the door, just add some extra visual interest.
Also i Didnt notice the giant ass hole in the building, and I am sad that there isn't a better view of it. Its like the coolest part and you hide it from me.
Update soon, your work inspires meh. Also what happened to your other environment?.
texture work on your building is cool, but it's a little bit too clean for a post-apocalyptic feel. Your building seems to be so new for me, like it was built yesterday. but, as you say, you will see how it goes with your own vision.
by the way, your "bioshock" scene looks beautiful, very inspirational and "irrational";) , do not give it up :P!
congratz for your work!
Toxic: LOL nothing it's still alive~! thanks a lot for your crits dood as always!
Kali: i def agree, im still wondering what i can do and what i can go with before i commit to the post apoco. I really really wanted to do the bat cave for my next project lol so im debating on how long im gonna spend on this.
also most of these textures are 512x512, so i think the amount of detail got really lost because of that? i'll try again but i was banging my head trying to get a better look...
Looks awesome!
Crits!
[Missing Manhole Cover]
Jpeg compression sucks... sorry.
I'm seriously confused. You'd fit in well round here I think.
Don't worry man. You'll break through soon enough. Your work speaks for itself and eventually someone will realize that.
bout to take this into Zbrush and beat it up a bit.
I'm going for All organic, none repeating forms, Zbrushed mostly, fungi forest type of thing... ? here's the mood board.
First Rough Block out. //flow model.
Fungi House.
with this work quality, soon you'll be working somewhere.
[Sorry for the Jpg quality]
I'm going to stick a chimney in that cut off branch.
+1