wow nice work. love the materials, textures and lighting. I really like how you kept it clean and everything feels like smooth metals, everything feels extremely crisp.
Wow. This looks great. I am glad to see some amazing things coming out of cry3 already. I love the lighting and it definitely looks like cry3 gives you a lot of great options for it.
Couple of things that bothered me, from a purely "feels weird" kind of thing, are the stop on the ground and the doors having different numbers.
The stop just feels random. There is no line or indication of where or why you are supposed to be stopping, and it is really close to the elevator making it feel unnecessary.
The numbers... usually when I think of identifying numbers on doors leading into a building/room they are identifying the number of the room or building. As such, it feels wrong that the doors would have individual numbers, unless they lead to different things.
Your high to low poly transition worked out extremely well for how little detail there really is in the low model. So freaking great job there.
Again looks great. I will definitely be playing with cry3 some in the future. Also gonna be checking out your breakdown as well.
Very nice! It'd be nice to know about your process prior to beginning pushing polys. How did you plan this out? Did you concept it? Block ideas out in 3D? Wing it?
Mate, that is totally amazing as others have said the materials and texturing are top quality, well done. Saved images to inspiration folder straight away. Love the presentation of high poly as well!
Thanks for the comments so far. I´ll post some texture flats on the weekend.
@adam
I did a lowpoly blockout first and then iterated quite a bit on it until I came up with a whitebox I liked shape wise. After that it was all a matter of coming up with cool shapes and looking at reference images that I liked. I might write a tutorial at some point when I find some time.
@Razgriz
It´s pretty much the lighting setup from the Eat3D Dozer Rendering Tutorial but with additional AO on top.
@adam
I did a lowpoly blockout first and then iterated quite a bit on it until I came up with a whitebox I liked shape wise. After that it was all a matter of coming up with cool shapes and looking at reference images that I liked. I might write a tutorial at some point when I find some time.
Right on. I think a lot of people would benefit from seeing this process just as much as they would seeing the content itself.
to me just feels that the top edge (where the "roof" railing is) is lacking some sort of trim. Otherwise it loosk a bit "cut". Anyways, too minor detail i think, it doesnt really bother the whole scene
If you had the time, I would love to see a full break down on how you did everything. You managed to get such a great looking scene with low poly and a low texture size.
great...but i think the lighting could do with work...not from a technical standpoint but a purely artist one...
i think (lighting wise) there is too much concentration on mid and micro lighting without enough compositional contrast
i know when working as an environment artist (particularly a component rather than level artist) there is a compulsion to show off the component work but IMHO that sometimes detracts from the overall impact... and here i think the piece could be slightly more focussed in terms of lighting and as a result the final image would have greater dynamism (sorry for the overly wanky word)
the most obvious way to acheive this would be to have the main door as the brightest area dimming the areas around... but it may also be cool to hint at areas outside the realm of the image... another door behind the camera generating a nice key light that makes the viewer think about the world outside the image ?
Looks really great! Very impressive work. Has a dark/mysterious feel to it. It's usually hard to pull off "Dark/edgy" without making things look gritty and grungy. Again great job.
My only suggestions are that you remove the white stripe of paint that runs along the bottom of the top section of the building because the way you've painted the texture indicates some sort of change in geometry on the panels but the white paint ignores those angles which destroys the illusion of your nicely painted panels.
The only other thing that bugs me is that when I first saw the image I thought it was an interior scene. Things started to confuse me when I saw the sky and moon. It's not that it needs to be more beat up, but it does need some more environment clues. There's no way that the flood of any exterior could be that clean. Maybe just add some bootprints of mud or stray leaves on the ground if its in a jungle, some sand if its a desert type station. It just needs something to give it life. I just can't see it being so clean if it's outdoors. It can look new, but it needs a bit of dirt even if it is cleaned daily.
Again great work! I really like the mood and modeling/texturing is top notch.
Replies
I felt the top grey panels needed more love in the texture department. Less white edged and more color variation.
Awesome dude!
Couple of things that bothered me, from a purely "feels weird" kind of thing, are the stop on the ground and the doors having different numbers.
The stop just feels random. There is no line or indication of where or why you are supposed to be stopping, and it is really close to the elevator making it feel unnecessary.
The numbers... usually when I think of identifying numbers on doors leading into a building/room they are identifying the number of the room or building. As such, it feels wrong that the doors would have individual numbers, unless they lead to different things.
Your high to low poly transition worked out extremely well for how little detail there really is in the low model. So freaking great job there.
Again looks great. I will definitely be playing with cry3 some in the future. Also gonna be checking out your breakdown as well.
If we could see you texture maps and resolutions that would be awesome
My only nit pick is to see abit more detail on the diffuse & Spec even tho it's meant to be clean.
Either way that's high quality work bud! Your a BEAST!
Only suggestion would be increasing the brightness of the yellow on the door
inspiration folder right now.
@adam
I did a lowpoly blockout first and then iterated quite a bit on it until I came up with a whitebox I liked shape wise. After that it was all a matter of coming up with cool shapes and looking at reference images that I liked. I might write a tutorial at some point when I find some time.
@Razgriz
It´s pretty much the lighting setup from the Eat3D Dozer Rendering Tutorial but with additional AO on top.
Right on. I think a lot of people would benefit from seeing this process just as much as they would seeing the content itself.
Great stuff Simon.
Thanks for sharing!
for the high and low poly shots, are those both displayed in max(or maya or whatever)?
Thanks man.
Highpoly is rendered with Mental Ray in 3dsmax. Lowpolys are just flatshaded screengrabs from 3dsmax
to me just feels that the top edge (where the "roof" railing is) is lacking some sort of trim. Otherwise it loosk a bit "cut". Anyways, too minor detail i think, it doesnt really bother the whole scene
Thanks for the breakdown. Great scene.
i think (lighting wise) there is too much concentration on mid and micro lighting without enough compositional contrast
i know when working as an environment artist (particularly a component rather than level artist) there is a compulsion to show off the component work but IMHO that sometimes detracts from the overall impact... and here i think the piece could be slightly more focussed in terms of lighting and as a result the final image would have greater dynamism (sorry for the overly wanky word)
the most obvious way to acheive this would be to have the main door as the brightest area dimming the areas around... but it may also be cool to hint at areas outside the realm of the image... another door behind the camera generating a nice key light that makes the viewer think about the world outside the image ?
My only suggestions are that you remove the white stripe of paint that runs along the bottom of the top section of the building because the way you've painted the texture indicates some sort of change in geometry on the panels but the white paint ignores those angles which destroys the illusion of your nicely painted panels.
The only other thing that bugs me is that when I first saw the image I thought it was an interior scene. Things started to confuse me when I saw the sky and moon. It's not that it needs to be more beat up, but it does need some more environment clues. There's no way that the flood of any exterior could be that clean. Maybe just add some bootprints of mud or stray leaves on the ground if its in a jungle, some sand if its a desert type station. It just needs something to give it life. I just can't see it being so clean if it's outdoors. It can look new, but it needs a bit of dirt even if it is cleaned daily.
Again great work! I really like the mood and modeling/texturing is top notch.