Nice updates, looking really good. Just a bit of nit picking, maybe not worth the time it would take to fix:
-The console screen has a hexagon texture overlayed on the screen. I see that it's part of the 2D concept, but I think it might be better without it tbh. I would at least move that layer to be below the text and graphics on the screen, just so that it doesn't stick out so much.
-In the bottom corners, you sort of have a confluence of tangents. There are about four "lines" intersecting there:
This may be too much work to fix, but if you do go back, I would mabye make it something more like this:
Crappy paintover, but this is a pretty minor thing, I would just keep moving forward probably. moar updates!
very "nit picky" ... hey GoSsSI'm very curious as to how you texture (small tutorial please). i love what you've done so far keep up the good work. very excited for this piece!
@dang87, Jessica Dinh, Computron, doeseph : Thanks! @Quack! : Thanks. Yeah, I like spending some time on the specular because this map is as important as the diffuse in my opinion (gloss/specular power is really important as well) @SgtNasty : Hah, nice catch
Your crits are totally right, here's the new version :
I kept the hexagonal stuff on the screen but "darkened" the specular where there is text on the screen and it's way better like that, thanks !
@shawnell3d : Thanks ! As for the little tutorial, here is a step by step on how I create the diffuse :
For the specular, I basically duplicate all the layers of the diffuse and tweak each one of them (color, intensity value, brightness/contrast etc) (sometimes I remove/add some), you can see that on the flats I posted on page 1.
@IxenonI : Thanks! I'll try to put a paintover of the mood/lighting I want for the final scene, because right now, in the UDK, I'm just using a basic lighting (to be honest I use the unlit mode in the UDK for now just to see if the value/colors are working well together )
@Irodex : Sure the LowRes is rendered in the marmoset
Here are the settings used for the terminal :
Not sure it's really interesting (because this sort of stuff is really driven by the object/textures) but you wanted it so ...
I finished the bench :
First the references :
There is so many cool design on the internet so I decided going for a mix of some of them instead of trying creating a new one). If I remmeber it right there is similar "chairs" (the part where you seat ) in one map of Brink.
Thanks for the texture breakdown!
One small crit on your benches, I could be wrong here (they could be bigger than I realize) but I think you need to make the base for the benches slightly wider. Right now I imagine if I sat down on it and leaned backwards it might start tipping back.
Other than that your material definition is looking great.
@Computron : Thanks! @shawnell3d : No problem @MrHobo : This bench is fixed to the ground and will be placed against walls, so I think this feeling will disapear when placed in the level. @ajr2764 : Thansk a lot @Pedro Amorim : Thanks dude! Yeah, as I said I think there is seats like that in Brink, don't remember the map though. @chadabees : No probs @Bal : Thanks mate
You know what ? I'll 3D print it and give it to you next time I'll be in Paris You 'll be able whatever you want with that bench (but please don't tell me ) @passerby : Thanks! @spacemonkey : Heh thanks dude! @MaD : Thanks!
My highpolies aren't textured, it's just procedural materials (for the texts and decals i'm doing this in photoshop). I tried this method and I really like it because it's really fast and easy to try different materials/colors on the object. It saves me time once I'm doing the textures (because I know exactly what I want).
I could do this on the artwork, but because on this project I'm trying different methods, I'm not always putting materials information on my artworks (you can clearly see that on the console ).
And to be honest, it is not a lot of work and I think it sells the Hi Poly a little bit better @gsokol : Thanks!
I started to work on the kind of big fusebox/electric box that are on the platform.
You can see them on this old screen : http://gaetm.free.fr/3d/2011/Train_Station/UDK1.jpg. The 2 big orange boxes on the extreme left and right of the platform).
So for this stuff I tried a different method for doing the artwork. I started with this ref :
And I painted on top of this base. So, here is the result :
I also did some paintover on a udk screen (really basic lighting (only a skylight here)).
What do you think of it ? Which one is better (if both aren't crap ) ?
Don't hesitate if you have interesting ideas about the lighting/mood.
-In the bottom corners, you sort of have a confluence of tangents. There are about four "lines" intersecting there:
This may be too much work to fix, but if you do go back, I would mabye make it something more like this:
Crappy paintover, but this is a pretty minor thing, I would just keep moving forward probably. moar updates!
Not trying to be a dick, but I felt the need to pipe up on this. Craftsmanship is a really big deal, and I`m not saying people shouldn't strive for perfection. But a really big thing to consider, is context. Its it REALLY worth it to spend the time perfecting something that will occupy only a few pixels on screen, at any given time? I say nay.. I know as a props modeler you might be shunning me, but in the large scope of things, no-one would EVER care about something like this once used in the context of game. Move on, nail the big details- Its all about the big picture.. not the micro-picture.
Not trying to be a dick, but I felt the need to pipe up on this. Craftsmanship is a really big deal, and I`m not saying people shouldn't strive for perfection. But a really big thing to consider, is context. Its it REALLY worth it to spend the time perfecting something that will occupy only a few pixels on screen, at any given time? I say nay.. I know as a props modeler you might be shunning me, but in the large scope of things, no-one would EVER care about something like this once used in the context of game. Move on, nail the big details- Its all about the big picture.. not the micro-picture.
I think I said twice within that post that it probably wasn't worth fixing, I just wanted to add some constructive feedback rather than "OMFG so awesome LOVE IT!". I know that's not what you were suggesting, but that was my objective when commenting.
I'm really enjoying seeing the progression! Great work! I especially like the shapes you're using and the surfacing is very slick.
For the lighting choices; I was looking at some real-world reference and one thing that stands out is that often the lighting from the platform is the strong primary source. The tunnel themselves, even when opposite the platform aren't that much of a contributor lighting-wise. I feel that was what your paint-overs were not achieving; the lighting was somewhat uniform.
Hey thanks a lot !
So I think I'll go with number 2, but I'll tone down this blue and I gonna take Envelope concept into consideration.
@SaferDan : No problem on the tutorial. I'm glad if it can help. @Envelope : Thanks a lot for that paintover, it will help me a lot. @biofrost : You're welcome @konstruct : Heh, I'm ok with you but for these tweaks it took me like 30 minutes (tweak on the Hi, rebake, tweak on the texture) so I thought it was worthing it (because thinking in term of video game, the plaer is able to see this asset (and that part) really close. Plus, I have all the time I want to finish this scene, so no rush
But I'm totally ok about the big picture instead of the micro picture
@coots7 : Thanks a lot! @AlecMoody : Yeah I'll go way more subtle about the cold effect, using Envelope concept as a base (even if I think it's still too cold). @Brohan : Thanks a lot!
You're totally right about the main lighting source, I have to focus it more on the platform than on the other side.
Good idea for the brighter tonal range for the platform, I'll try this on a quick concept.
Other than that, fusebox/server is finished \o/
Hi Res :
Just wanted to pop in and say that you've done an awesome job so far. Also, if you can, please keep posting wireframes They are very helpful in seeing how you went about modeling these great props.
I do love both lighting paint overs but I think it would be a real shame to lose the additional blue lighting of the first, keep the overall blue lighting of the second but maybe work some of the separate blue lights back into the scene?
I just think that the orange and blue lights contrast really nicely but Feel free to ignore me :P
Nice update u always have great material definition on your props. I think the flashing advertisement sign is a good addition although the yellow seems so strong.
I like the screen also, but atm its like black......YELLOWYELLOWYELLOWYELLOWYELLOW.....black..
Its nice as a prop itself, but i'm not really convinced by the video integrated to the scene, Its very agressive and for some reason It destroy the atmosphere you have there, I would see something more subtle like the first black screen, in your video at 0:00!
Your bin looks very faceted. Might be worth adding in a few more loops to give it more of a rounded feel. It will increase the tri count but it is worth it
Replies
-The console screen has a hexagon texture overlayed on the screen. I see that it's part of the 2D concept, but I think it might be better without it tbh. I would at least move that layer to be below the text and graphics on the screen, just so that it doesn't stick out so much.
-In the bottom corners, you sort of have a confluence of tangents. There are about four "lines" intersecting there:
This may be too much work to fix, but if you do go back, I would mabye make it something more like this:
Crappy paintover, but this is a pretty minor thing, I would just keep moving forward probably. moar updates!
Realtime grabs in Marmoset? Would love to know what your setup is
@dang87, Jessica Dinh, Computron, doeseph : Thanks!
@Quack! : Thanks. Yeah, I like spending some time on the specular because this map is as important as the diffuse in my opinion (gloss/specular power is really important as well)
@SgtNasty : Hah, nice catch
Your crits are totally right, here's the new version :
I kept the hexagonal stuff on the screen but "darkened" the specular where there is text on the screen and it's way better like that, thanks !
@shawnell3d : Thanks ! As for the little tutorial, here is a step by step on how I create the diffuse :
For the specular, I basically duplicate all the layers of the diffuse and tweak each one of them (color, intensity value, brightness/contrast etc) (sometimes I remove/add some), you can see that on the flats I posted on page 1.
@IxenonI : Thanks! I'll try to put a paintover of the mood/lighting I want for the final scene, because right now, in the UDK, I'm just using a basic lighting (to be honest I use the unlit mode in the UDK for now just to see if the value/colors are working well together )
@Irodex : Sure the LowRes is rendered in the marmoset
Here are the settings used for the terminal :
Not sure it's really interesting (because this sort of stuff is really driven by the object/textures) but you wanted it so ...
I finished the bench :
First the references :
There is so many cool design on the internet so I decided going for a mix of some of them instead of trying creating a new one). If I remmeber it right there is similar "chairs" (the part where you seat ) in one map of Brink.
Hi Poly
Wire (because some of you loveeee wires )
And finally the Lowpo' in the marmo'
One small crit on your benches, I could be wrong here (they could be bigger than I realize) but I think you need to make the base for the benches slightly wider. Right now I imagine if I sat down on it and leaned backwards it might start tipping back.
Other than that your material definition is looking great.
Great work!
Question though: Are you just texturing you highpolies for fun or is there a reason behind it ?
Thanks for throwing up your step by step for your textures. Your spec maps are really selling your stuff.
Looking forward to seeing progress.
@shawnell3d : No problem
@MrHobo : This bench is fixed to the ground and will be placed against walls, so I think this feeling will disapear when placed in the level.
@ajr2764 : Thansk a lot
@Pedro Amorim : Thanks dude! Yeah, as I said I think there is seats like that in Brink, don't remember the map though.
@chadabees : No probs
@Bal : Thanks mate
You know what ? I'll 3D print it and give it to you next time I'll be in Paris You 'll be able whatever you want with that bench (but please don't tell me )
@passerby : Thanks!
@spacemonkey : Heh thanks dude!
@MaD : Thanks!
My highpolies aren't textured, it's just procedural materials (for the texts and decals i'm doing this in photoshop). I tried this method and I really like it because it's really fast and easy to try different materials/colors on the object. It saves me time once I'm doing the textures (because I know exactly what I want).
I could do this on the artwork, but because on this project I'm trying different methods, I'm not always putting materials information on my artworks (you can clearly see that on the console ).
And to be honest, it is not a lot of work and I think it sells the Hi Poly a little bit better
@gsokol : Thanks!
I started to work on the kind of big fusebox/electric box that are on the platform.
You can see them on this old screen : http://gaetm.free.fr/3d/2011/Train_Station/UDK1.jpg. The 2 big orange boxes on the extreme left and right of the platform).
So for this stuff I tried a different method for doing the artwork. I started with this ref :
And I painted on top of this base. So, here is the result :
I also did some paintover on a udk screen (really basic lighting (only a skylight here)).
What do you think of it ? Which one is better (if both aren't crap ) ?
Don't hesitate if you have interesting ideas about the lighting/mood.
Thanks !
good job on the paint over mang!:thumbup:
Looking great though, good execution!
Of course it didn't out any where near as good as your stuff, its gorgeous!
I actually prefer number one, not a fan of that blue!
Not trying to be a dick, but I felt the need to pipe up on this. Craftsmanship is a really big deal, and I`m not saying people shouldn't strive for perfection. But a really big thing to consider, is context. Its it REALLY worth it to spend the time perfecting something that will occupy only a few pixels on screen, at any given time? I say nay.. I know as a props modeler you might be shunning me, but in the large scope of things, no-one would EVER care about something like this once used in the context of game. Move on, nail the big details- Its all about the big picture.. not the micro-picture.
I like number 1 buts it's a bit dark. Number two is kind of a cop out and too heavy-handed. If you want to go cold I would dial it back to be subtle.
I think I said twice within that post that it probably wasn't worth fixing, I just wanted to add some constructive feedback rather than "OMFG so awesome LOVE IT!". I know that's not what you were suggesting, but that was my objective when commenting.
For the lighting choices; I was looking at some real-world reference and one thing that stands out is that often the lighting from the platform is the strong primary source. The tunnel themselves, even when opposite the platform aren't that much of a contributor lighting-wise. I feel that was what your paint-overs were not achieving; the lighting was somewhat uniform.
http://transit.toronto.on.ca/images/subway-5103-19.jpg
Alternatively you could look at introducing a brighter tonal range for the platform while keeping the dark/gunmetal grey for the tunnel itself.
Looking forward to seeing more!
So I think I'll go with number 2, but I'll tone down this blue and I gonna take Envelope concept into consideration.
@SaferDan : No problem on the tutorial. I'm glad if it can help.
@Envelope : Thanks a lot for that paintover, it will help me a lot.
@biofrost : You're welcome
@konstruct : Heh, I'm ok with you but for these tweaks it took me like 30 minutes (tweak on the Hi, rebake, tweak on the texture) so I thought it was worthing it (because thinking in term of video game, the plaer is able to see this asset (and that part) really close. Plus, I have all the time I want to finish this scene, so no rush
But I'm totally ok about the big picture instead of the micro picture
@coots7 : Thanks a lot!
@AlecMoody : Yeah I'll go way more subtle about the cold effect, using Envelope concept as a base (even if I think it's still too cold).
@Brohan : Thanks a lot!
You're totally right about the main lighting source, I have to focus it more on the platform than on the other side.
Good idea for the brighter tonal range for the platform, I'll try this on a quick concept.
Other than that, fusebox/server is finished \o/
Hi Res :
And the lo' po'
Thanks, and great job!
I just think that the orange and blue lights contrast really nicely but Feel free to ignore me :P
Ok for the wires, I'll put some
@PogoP : Thanks !
For the texture size, it depends, I used to work with mainly 1k for this (even if for the console and such I should have used
I like the screen also, but atm its like black......YELLOWYELLOWYELLOWYELLOWYELLOW.....black..
Its nice as a prop itself, but i'm not really convinced by the video integrated to the scene, Its very agressive and for some reason It destroy the atmosphere you have there, I would see something more subtle like the first black screen, in your video at 0:00!
love it