i have been working on this alley way piece for a few weeks now, i haven't been able to spend as much time as i would have liked on this so far but i will hopefully be dedicating more of my time to it now.
These are the props i have made for it so far.
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don't forget the wooden pallets.
olololol
also, i am looking for critiques.. not over done memes..
thanks
just keep at it- still too early for critiques in my opinion-
the ac unit looks like it could have been done a little more efficiently. For the tubing, i'd have one long pipe unit, and one angled unit. Then use these to build the rest of what you have there. Do it in a more modular way and you'll get more out of your texture space.
Looks like you're cutting yourself short on the texture size of these assets too.
Keep at it.
Say hi to Dan for me
thanks!
Good start though, keep at it.
for the metal textures, think less is more, go very very subtle almostb oring on the diffuse and then bring out the details in the spec! I aways am weary of having noisy normal detail on metal, tends to make things look like stone.
keep at it!
I think you should overlay some finer detail on the normal map eg. http://cgtextures.com/texview.php?id=40923&PHPSESSID=cnirdq9vmkguj18988ankt26d3 . you've sculpted in the main forms which is great, but nothing wrong with overlaying some finer normal detail, again im looking at the pic i added above.
Ndo is great if u want to convert it to a nrm quickly inside photoshop.
Keep at it mate!
i zbrushed some details in to the boxes so they aren't so perfectly square and boring.
http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html
Maybe this will help Good work so far!
Than don't show it in the state it's in. At least have a mock up of your composition and start filling it in. Putting up screens of an environment you haven't figured out what the comp, or lighting will be will only get you criticism.
Your diffuse maps look like they could use an unsharp mask as well. You could try lower resolution maps with a couple sharpens.
And finally the metal of the fire escape looks more like concrete than metal
Anyway I dont have a problem with the subject matter.. Do what you know! Youre off to a solid start
i understand what you mean, and lighting and comp is something i am having trouble figuring out. But i wanted to show that i am capable of putting props and so on into a actual game engine. Not just throwing them into marmoset and be done with it. Thank you though , i will try and work out comp and lighting , i am just not very good at that part
I also recoomend you look at some actual references to get the composition better.
Also helps to have a reference character in your scene to check for scale issues.