Awesome work! Thanks for showing your texturing work flow - really helpful to see the stages.
The blue and white lighting looks great with the orange ad (the contrast draws the eye into the scene), however I think the orange is a bit too strong at the moment, it's taking over a bit.
Anyways, great great work - keep it up, would love to see this one finished (and hope to achieve the same level myself someday)
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
I agree, it could use a few extra sections; you're not going to blow your budget either by just rounding the shapes off a bit.
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
It looks fine to me. You'll rarely if ever be looking at a bin as up-close as it is in that render.
@ajr2764 : Thanks a lot. You’re right about the flashing orange ad, I changed it because after always seeing it while working on the scene, I was like blind @brandoom : Thanks ! @ayoub44 : It really depends. I tried different approaches on this project. I tried going straight into 3d with some references founded on the internet (the bench), tried paint over 3d (bin), paint over photograph (Fusebox/electric box) and tried only concepting in photoshop (terminal). I think depending on the time you have and with what your more used too, each one of this method could be interesting. @Orb : Simer Albert ! As I said earlier, you’re totally right about that. I changed it for something nearly black and white with strong contrast, and I think it works way better. @Covin : Thanks. Happy that you like the textures and materials definition because it was the main focus on this scene @viv : Merci bien l’ami
@ Lonewolf : Thanks a lot. @EvilPixills : Thanks. @PogoP : Yup, you’re right, I doubled the polycount on the cylinder (because I only use it 2 times on my scene, and because you can see it from really close, I agree with you on this ) - I’ll screen that tonight. @reneemars : Thanks ! @ZeroBigSis : Glad it helps. @Brohan : Yup, right. I updated it, I’ll post tonight. @Mister_Nice_Guy : For the specular, as I said before, 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). I could post a closer screen of some specular if you want, if that helps. As for the gloss, really, that’s just plain levels of grey depending of the gloss I want on the different parts, so, really boring map (but really important one ). @Boyso : Thanks and I’m happy the tutorial helped you. @POFFINGTON : Thanks. @Fishypants : Thanks a lot. @marks : That’s true but because this is a prop you can see from really close (even if it’s like 2% of the time ), going from 390 tris to something like 760 tris, is ok (and that’s not a prop that is used like 100 times, so I think it worths the few extras polys). @BreaK- : Thanks ! I didn’t know there were so many bench fetishists on polycount (knew about all that love for dicks but not for benches )
Many other stuff like screens shaders (I’ll post videos of that later), decals and such.
To finish this post, here are some screenshots of the scene as it is right now (lighting is baked as preview (so not as good as it will be) and I still have to tweak the DoF on some shots. I may tweak the lighting on some part as well - for example on the third image there’s not enough contrast on the pillar base, so I’ll probably add a point light to light it a little more (or add a backlight))
I still have some props to do; the power supply in the rails area, the entrance part , a subway map on the wall and maybe some manholes. By the way I'm still not sure about this "welcome" I'll probably change it
This is beautiful stuff. Your first and third shots stand out as being the weakest, mainly because due to the lighting and DOF you can't really see anything (The second one too to some extent). But those last two are brilliant. You have some really great, relatively subtle textures which all fit perfectly into the scene. I actually think the welcome sign is appropriate, and it's nice and bold and easy to read which is a plus.
All around though, brilliant work. Would love to see a video of this panning around the environment, think it'd be a great way to show off your work on the specular of each object. (And I second Minotaur0 on that statement)
Great work, very inspiring.
I have one question for you about diffuse process, i'm confused how you do step 6.
You just use normal brush with darker color and cut off highlight edges you did previously?
Really awesome lighting and use of materials. I would add another tile / stroke of metal sheeting on the floor though + roof to widen the platform. Now barely 2 people can stand on it judging from the size of the seat = accidents waiting to happen. Will also look better I believe with some more width.
@Minotaur0 : Thanks a lot!
@ paulsvoboda : Don’t worry about a little video (some pans, animated DoF and stuff like that)
You’re right about the DoF, I tuned it down a little (max DoF is now .9 or less instead of 1), but because it’ll be animated at the end, I think it won’t be that much of a problem. @Lonewolf :Thanks dude! @Alberto Rdrgz : Thanks a lot miste @JasonLavoie : Thanks. I’m glad you like the textures becasue this scene was done for getting better in texturing @Gannon : Thanks, I spent some time on that because I never really did that before. The good thing is that I learned a lot of new stuff in the UDK. @ArYeS : Yup that’s it. Here is a closer view of it.
So as you said, I used a slightly darker color and after that, erasing/painting lighter color on top with a smaller brush. @SsSandu_C : Cheers ! @explodingseashells ; Thanks! Sure, here are the different flats for the bin :
RESP stands for Reflection/Emissive/Gloss in R/G/B Channels
@Delerium : Cheers! @megalmn2000 : Thanks ! @Mohamed Rotab : Thansk a lot! @looprix : There’s already a gloss map on it @Jenn0_Bing : Cheers! @vahl : Thanks a lot mate ! Thanks for tips and help you gave me about matinee and such @Mcejn : Thanks ! @kali : Cheers ! @Irodex : Thanks. For the DoF I used the new DX11 stuff with a bokeh texture. More info on that here : http://udn.epicgames.com/Three/BokehDepthOfField.html
As for the post process chain, the LUT is doing 90% of the work (I just tweaked some values, and add 2 MaterialEffect nodes (a vignette and a gradient)) + some SSAO.
I don't post on here much but this is truly awesome! Tell me, where did you get you inspiration from for this? Or was it one of those environments where you play around and see what fits?
@ jrlogan : Thanks a lot!
For the inspiration, as I said on my first post, the idea of doing a subway station came after having seen this artwork : http://www.razorb-art.com/2denvironments/2denvironments03.jpg
Using this as a base, I blocked out something, did a paint over (tried different stuff during this), so, its not just playing around and see what fits, but more a basic idea with key things I want to have, and on top of that some new stuff I didnt planned at the beginning.
Heres the final result (finally )
First time I used Premiere and did video editing (so I only used very basic stuff (opacity and jumpcuts ).
Dont' forget to watch it in HD (1080p and 720p resolutions available) !
Whats new since the last update ?
I added :
A door frame,
The electric power stuff in the rails area
Some FXs/particles and thats pretty much it.
I learned a lot of stuff doing this scene (matinee, lighting and post process in the UDK, after effects and premiere basics ) so it was a really great learning experience.
+1 from me for both the banner and news post idea. this thing has some real love in it. great job on this one. following your thread taught me a lot actually
This is great work, it all came together really well. I love the video, I just wish there were some slightly longer shots without so much DOF so I could really take the whole scene in.
Replies
The blue and white lighting looks great with the orange ad (the contrast draws the eye into the scene), however I think the orange is a bit too strong at the moment, it's taking over a bit.
Anyways, great great work - keep it up, would love to see this one finished (and hope to achieve the same level myself someday)
I agree, it could use a few extra sections; you're not going to blow your budget either by just rounding the shapes off a bit.
It looks fine to me. You'll rarely if ever be looking at a bin as up-close as it is in that render.
Ima have to make this a three some.
Inspiring work. Keep going!
Long time without an update here.
@ajr2764 : Thanks a lot. You’re right about the flashing orange ad, I changed it because after always seeing it while working on the scene, I was like blind
@brandoom : Thanks !
@ayoub44 : It really depends. I tried different approaches on this project. I tried going straight into 3d with some references founded on the internet (the bench), tried paint over 3d (bin), paint over photograph (Fusebox/electric box) and tried only concepting in photoshop (terminal). I think depending on the time you have and with what your more used too, each one of this method could be interesting.
@Orb : Simer Albert ! As I said earlier, you’re totally right about that. I changed it for something nearly black and white with strong contrast, and I think it works way better.
@Covin : Thanks. Happy that you like the textures and materials definition because it was the main focus on this scene
@viv : Merci bien l’ami
@ Lonewolf : Thanks a lot.
@EvilPixills : Thanks.
@PogoP : Yup, you’re right, I doubled the polycount on the cylinder (because I only use it 2 times on my scene, and because you can see it from really close, I agree with you on this ) - I’ll screen that tonight.
@reneemars : Thanks !
@ZeroBigSis : Glad it helps.
@Brohan : Yup, right. I updated it, I’ll post tonight.
@Mister_Nice_Guy : For the specular, as I said before, 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). I could post a closer screen of some specular if you want, if that helps. As for the gloss, really, that’s just plain levels of grey depending of the gloss I want on the different parts, so, really boring map (but really important one ).
@Boyso : Thanks and I’m happy the tutorial helped you.
@POFFINGTON : Thanks.
@Fishypants : Thanks a lot.
@marks : That’s true but because this is a prop you can see from really close (even if it’s like 2% of the time ), going from 390 tris to something like 760 tris, is ok (and that’s not a prop that is used like 100 times, so I think it worths the few extras polys).
@BreaK- : Thanks ! I didn’t know there were so many bench fetishists on polycount (knew about all that love for dicks but not for benches )
So, what’s new since last post :
New ad , nearly B&W but with more contrasts.
[ame="http://www.youtube.com/watch?v=5vAJsP2yz4w"]Ad 02 final - YouTube[/ame]
An other wall :
Many other stuff like screens shaders (I’ll post videos of that later), decals and such.
To finish this post, here are some screenshots of the scene as it is right now (lighting is baked as preview (so not as good as it will be) and I still have to tweak the DoF on some shots. I may tweak the lighting on some part as well - for example on the third image there’s not enough contrast on the pillar base, so I’ll probably add a point light to light it a little more (or add a backlight))
I still have some props to do; the power supply in the rails area, the entrance part , a subway map on the wall and maybe some manholes. By the way I'm still not sure about this "welcome" I'll probably change it
Hope you'll like it.
Inspiring work man
All around though, brilliant work. Would love to see a video of this panning around the environment, think it'd be a great way to show off your work on the specular of each object. (And I second Minotaur0 on that statement)
this is just beautiful
I have one question for you about diffuse process, i'm confused how you do step 6.
You just use normal brush with darker color and cut off highlight edges you did previously?
I really love the addition of wood in your scene.. really adds something unique! and your textures are win all over!
Good job on the hardsurface models as well as the textures .
'nuff said !
@Minotaur0 : Thanks a lot!
@ paulsvoboda : Don’t worry about a little video (some pans, animated DoF and stuff like that)
You’re right about the DoF, I tuned it down a little (max DoF is now .9 or less instead of 1), but because it’ll be animated at the end, I think it won’t be that much of a problem.
@Lonewolf :Thanks dude!
@Alberto Rdrgz : Thanks a lot miste
@JasonLavoie : Thanks. I’m glad you like the textures becasue this scene was done for getting better in texturing
@Gannon : Thanks, I spent some time on that because I never really did that before. The good thing is that I learned a lot of new stuff in the UDK.
@ArYeS : Yup that’s it. Here is a closer view of it.
So as you said, I used a slightly darker color and after that, erasing/painting lighter color on top with a smaller brush.
@SsSandu_C : Cheers !
@explodingseashells ; Thanks! Sure, here are the different flats for the bin :
RESP stands for Reflection/Emissive/Gloss in R/G/B Channels
@Sandro : Thanks !
Do you mean the colors are too saturated ? If so, that’s what I want. I’m bored of 60% desaturated images.
@WesleyTack : About the width, I used the London subway as a reference and, as you can see, the platforms are pretty narrow :
http://images.fineartamerica.com/images-medium/london-underground-carmen-hooven.jpg
http://www.gxlznjhotel.com/wp-content/uploads/2011/06/london-underground-lf7u1.jpg
http://www.fareastgizmos.com/entry_images/1207/13/london_subway.jpg
I scaled down the benchs, bins and terminals by approximatively 10% though.
@sneakymcfox : Thanks! As I said for the DoF, I just tuned it down a little and I think that it won’t be a problem once animated because the focus will change.
@Razorb : Thanks a lot dude! It means a lot from you because the idea of doing a subway station came after seeing one of your artwork (as said in the first post ) Even if it’s different from your concept, key things that are still there (vertical pillars, the 45° lights on the platform walls, the holographic signs etc
Here are some shots with and without PP :
http://gaetm.free.fr/3d/2011/Train_Station/PP_on_off.jpg
@Delerium : Cheers!
@megalmn2000 : Thanks !
@Mohamed Rotab : Thansk a lot!
@looprix : There’s already a gloss map on it
@Jenn0_Bing : Cheers!
@vahl : Thanks a lot mate ! Thanks for tips and help you gave me about matinee and such
@Mcejn : Thanks !
@kali : Cheers !
@Irodex : Thanks. For the DoF I used the new DX11 stuff with a bokeh texture. More info on that here : http://udn.epicgames.com/Three/BokehDepthOfField.html
As for the post process chain, the LUT is doing 90% of the work (I just tweaked some values, and add 2 MaterialEffect nodes (a vignette and a gradient)) + some SSAO.
Some new stuff :
Subway map :
90% of names are picked on this : http://thebln.com/wp-content/uploads/2010/11/Anagram-Tube-Map.gif (anagram of london station names) except 2 or 3 and the one I framed
Videos of 2 “screens” :
http://www.youtube.com/watch?v=KRFQYT6aCf4&feature=youtu.be&hd=1
http://youtu.be/tRZ_4NaKGYw?hd=1
And the hall :
Flat textures (Diffuse and Specular) :
And if you want to see the bin with more edges :
http://gaetm.free.fr/3d/2011/Train_Station/Bin2_marmo.jpg
For the inspiration, as I said on my first post, the idea of doing a subway station came after having seen this artwork : http://www.razorb-art.com/2denvironments/2denvironments03.jpg
Using this as a base, I blocked out something, did a paint over (tried different stuff during this), so, its not just playing around and see what fits, but more a basic idea with key things I want to have, and on top of that some new stuff I didnt planned at the beginning.
Heres the final result (finally )
First time I used Premiere and did video editing (so I only used very basic stuff (opacity and jumpcuts ).
[ame="http://www.youtube.com/watch?v=37mWDF2NxK0"]Subways Station 1080p - YouTube[/ame]
Dont' forget to watch it in HD (1080p and 720p resolutions available) !
Whats new since the last update ?
I added :
A door frame,
The electric power stuff in the rails area
Some FXs/particles and thats pretty much it.
I learned a lot of stuff doing this scene (matinee, lighting and post process in the UDK, after effects and premiere basics ) so it was a really great learning experience.
Thanks a lot for all your crits and comms !
Maybe you'd consider making a subway train for it as well?
Adam - I think we need to make a banner from this scene :P