Hi, everyone.
It's my first post, so i gonna introduce myself a little bit. I'm 22, living in Belgium, i'm a student (one more ... =D) and i hope to be graduated after this next 9 months. I registered long ago but I never found the time or the right opportunity to start a topic.
Today it's over, because Crytek - Nottingham granted, to all students of my class, a chance to get their first work experience with a pro team during 3 months. GORGEOUS !!!
The challenge is quite "simple" :
- Create a hero asset ("W
W" effect is essential)
-
Texture limit of 1 - 1024x1024's for each pass (Diff, Spec, Norm, etc)
- Should not exceed 8000 triangles
- Must be presented on a base (no specifics limit for the base, just be rational)
_________________________________
I have already choose a conceptart, he seems to be perfect for this kind of purpose. Not to big or to small and pretty complete.
It's a matte painting by Geoffroy THOORENS
So my goal is to reproduce this little temple, his tree, the rock island and this huge lighting or something similar. My work isn't actually so advanced but i will keep this thread up to date each time i can with new stuff.
Here Some of my first references for the temple.
And my first quandary was : do i create 2, 3, or 4 sloped roofs. I thought that 2 or 3 was the most dynamic shape. But i'm still open too new proposals.
Here the first screenshot of my work. (Yep Wippy :poly124:)
Any proposals, critics or councils on workflow or anything else is welcome. I'm still learning everyday. Thanks
Snapghost.
Replies
Wow! You're so lucky!!!
Not that much to crit yet, modeling's clean; looking forward to seeing how it goes.
Nothing's granted tho. I offered the students(30 of them) the opportunity to make the test during cry engine classes they had last month, possibility of an internship highly depends on how much they blow our mind with sexy pixels.
Use this opportunity to learn as much as you can and never be lazy!!
Freaking crazy..
I don't want to be a stick in the mud, but the wow factor of the concept was about the environment with the sunlight and the waterfalls and mountains, however, if you make that gazebo thing look beast, then all is good. Some rock assets (possibly even waterfalls) will help as a base.
Looking forward to seeing how you take this. Make it look "cool", make it look good. Good luck!
If it's gonna be presented on "a base", then I guess just doing a few modular rock assets and a waterfall, some modular basic grass patches and just throw it together. the lighting should be quite easy to match in CE3.
awesome concept and good practice! looking forward to see more.
and nice to see more crytekkers in the educational branch (Vincent/Paroxum: How do you do a class in Belgium from Nottingham?)
Yeah I wondered about that too? Still its great to see you getting involved with students
SnapGhost, sorry for the thread hijack :P
@Butthair. That's true, the background is pretty usefull to get this awesome picture ... but i hope to get anyway a good asset. i will do my best, i have to !
@ParoXum. No problem You are welcome. ^^
Snapghost.
EDIT:
Some new stuff, rough model. The roof feel too straight i will curve him a little.
still listening to your point of view ! Thanks.
Snapghost.
Low poly is done.
Any comments are welcome, see you !
Snapghost.
Also you might want to move some of your budget for chamfers a bit lower, where the player might go. At the moment you have chamfered beams at the top but the lower wood beams are not. While the object is seen in its entirety it is also meant to be seen from the player point of view.:)
I guess a 'hero asset' is very loose though...
Well best of luck and the concept you have chosen is great.
I like what I see so far. The concept ist really nice and I am looking forward for your progress
@ParoXum: Thanks for your new critics, really help full.
@myles: Maybe my breiffing was quiet to short, sry. 1024 texturemap and 8K tri are just for the temple.
@hamzaaa: thx, hope the result will be very good.
Nothing to show you sorry, but new screenshot will updated soon.
Snapghost.
Here's some pointers for you though.
If I'd been working on this one, I would've started off by changing the bent supports back into a 90 degree angle. The reason for this being that it'd help accentuate this kind of look: http://www.prowellwoodworks.com/fences/patterns/chippendale_1.gif which you see quite a lot in some eastern architecture.
I'd also remove the chamfers on it, as in the end I don't think it'd make for much of a notable difference, and then use the saved tris there to add back some silhouette in the roof top.
Where the tiles meet the top beam, it seems to be completely leveled out (If it's not, then my bad, looking again it seems as if it might not be, but with the lack of shading it's a tad confusing ) and I fear that's going to look quite flat in the end, even if you bake it out to make it appear as if it's passing underneath the beam.
Here's an image to illustrate what I just said:
Cheers
I think you could save some more triangle and put them back to the bottom.
It looks like you've started from the top with all the detail here, then run out of budget once you reached the bottom (simple geo, no more bevel...)
Its time to impress!!
Veel succes nog!
@Tiros Hi and thanks for sharing with me your point of view.Yes, it would be interesting to avoid this straight line on the roof.
@EzMeow Yup, you right ! i started from the roof ... Can i save some tris by using only 6 edges cylinders on the edge of the roof ? It would look too much low poly, no ? Actualy, i'm using 6 edges cylinders, refined into 8 edges on the end.
@ParoXum Hard to see on these screenshoots but my mesh wasn't so well optimized.
screenshot better than words.
@randomind Yeah i know. More pressure please :poly124:
@Snipergen Sure. Studying in the HEAJ (Haute Ecole Albert Jacquard). It's a graphic designer school.
Will work on the HP of the bell tonight. Thanks again to everyone.
Snapghost.
New stuff over there.
It's the bell.
Have a nice day !
Snapghost.
http://wiki.polycount.com/NormalMap
@ParoXum Still in progress, yes.
I have tweaked the normal with crazy bump to get some dents details and improved the spec. Artefact on the top not fixed.
Snapghost.
Snapghost.
Don't add detail for the sack of detail and don't just ramp up the contrast. If all your objects are full of detail and high contrast your scene begins to lose depth, composition and becomes very difficult for players to navigate.
You texture doesn't feel like it represents a metal very well, I would assume it would still have polished areas and instead of overall noise the noise would be contained in the joints or damaged areas.
http://v5.cache2.c.bigcache.googleapis.com/static.panoramio.com/photos/original/40286727.jpg?redirect_counter=1
New try, is that better ? less noise and less color variations. Hope i'm going in the right way.
Edit: too much gray ...
Snapghost.
edit: pardon the question. but why are you rendering your asset in udk (when doing a CE3 test)?
@e-freak Still working on the bell, and i'm rendering asset in udk because CE3 was'nt installed yet. He is now, here a screenshot of the first itteration in CE3.
@polyly sry, but POM is the acronym of ???
Snapghost.
I don't have much time but I quickly put together this to show an example of how I your metal/rust/form might look.
- base (fairly simple, selling the surface type)
- rust (selling age, only rust where you would physically get rust)
- features (does it have a dent? crack? Something to draw your eye?)
- small details (the finishing touches to make it feel real)
@IchII3D I'm extremely grateful to see you sharing your knowledge with me. i take everything in notes.
Snap.
Basicly instead of getting all crazy on the rust and stuff. Simply look at the details you already modeled. And now think how you can make them pop by "grounding them" using rust, and ao and that sort of thing. I like to start mine by adding a contrast layer where i go in and make things pop by using iether a lighter of darker shade of that color. I then start adding other colors to break up the texture a bit. Rust and grime is the last thing i add. You are doing awesome just pimp your textures a little bit more!
The other thing i wanted to say is that your 1st attempt looked really noisy, then you got rid of it. Started looking better, now use your spec map to highlight things where the normal map is higher and darken things where is lower. To start giving your textures more depth.
POM = Parallax Occlusion Mapping
http://wiki.polycount.com/ParallaxMap
@Raul Thanks sharing with me your tips. Always really helpfull and instructive !
@IchII3D I will think about it but i have already a very high polycount. ~7700.
My new test : hope he is better to you guys. He is to me.
MainRef : Here (http://yun.com/jpeg/yun_5999.jpg)
Snapghost.
Edit: your ref url isn't working
/rant
your materials read ok but i would get on with a larger blockout given the scale of the scene your taking on. I would suggest that you perhaps start looking at a basic terrain and water setup and work on the lighting with your blockout models and then move on to smaller details like rivets on a bell? It might give you a bit more incentive to complete the scene as well as it might not seem like such a huge task if you feel you have a decent lighting/shader setup opposed to concentrating on small details which leave you feeling like you still have a mountain to climb! (no pun intended)
My critiques are still the same!
A long time without any screens sorry but i was too dispelled by school, my workteam and this stuff. But this project is still alive and here it is the first export attemp.
7.972 tris and a 1024 texture map
Hope you'll like it ! Have to finish the base this afternoon.
Snapghost.
Default terrain Material
Snapghost.
I like where this is going, will be watching with interest!
In regards to the bell, how did you model it? Is the left image a high poly or a a lowpoly with phat normal maps on it?
Regards
@Lightweight Hi, the bell on the left his the HP, the main shape has been created with Zbrush and the little clover with 3DSMax. The technic is simple.
I will be really brief but if you need it i can create a complete tutorial, but not right now i'm a little bit busy .
1. Create a lowpoly shape with UV's.
2. Subdivise the mesh with zbrush and create a mask with CTRL+ CLIC and unmask with CTRL + ALT + CLIC. When you get your wanted shape go to Masking > Create Alpha. ( if it didn't work, look for overlapped UV's or i notice that uv's snapped to the uv range's limit can be a problem too)
3. Export and refine the alpha with photoshop.
4. Reimport the new alpha and go to Masking > Mask By Alpha.
5. And apply a deformation ( Deformation > Inflat for exemple ).
If you have already some basic skills with zbrush you will get a result quickly.
Snapghost.
Just seems a bit long winded.
So it's my work ! That was my first attemp to start and finish a project on Polycount. I hope there will be more of them in the futur. I'm really grateful to each one of you, your advices were really helpfull.
I will increase my skill as much as possible until the next topic that i would create ( and my english too :P).
The last points of view are still welcome, i will keep them for futur projects. (I don't have more time to put in this work)
Thanks again !
Snapghost.