One thing that jumps out at me initially though is how the ceiling is lit.
For the most part, there shouldn't be any direct light hitting the surface due to the lamps being angled directly down.
The only real illumination the ceiling would receive is just mainly bounce light reflected off the floor.
With that in mind, the lighting on the floor would probably look better as being more intense with a softer falloff, while the ceiling would be a lot darker in tone by comparison.
I hope that's helpful!
Thanks for feedback, I think now looks better a bit
I'm working on a hand-painted level in UDK and working on a river using flow maps. I've been doing some research and am trying to style it like LoZ Windwaker water.
Worked on that rock texture in a hangout last night as well! Considering making a WIP Polycount thread on this project.
If you haven't already seen them, these two threads should help:
Great stuff in here! This is my first time posting anything here, kinda nervous. Anyway, I recently finished up this environment thingy. There's lots of stuff I'd want to keep working on, but I had to move on unfortunately...
I may go back to it at some point, so any comments would be greatly appreciated.
What's funny with that is I really like the first shot as the contrast of the man-made lights and the moon works really well. The second shot looks busy and bloomy to me even though it's the same lights and architecture. It's all about the composition I suppose...
Great stuff in here! This is my first time posting anything here, kinda nervous. Anyway, I recently finished up this environment thingy. There's lots of stuff I'd want to keep working on, but I had to move on unfortunately...
I may go back to it at some point, so any comments would be greatly appreciated.
@PontusP: first and for most, welcome to polycount!
secondly i'd say that looks awesome! loving the ship/house style.
i'd suggest some more different colors to create more contrast.
looking good so far!
@Scythe: love the colors and model, really solid work on texturing the skin and spec.
i just dont like the pose, it kinda ruins your entire character imo
her sword is deeper in the ground then her feet, feels so floaty.
your arm is also way to stiff and doesnt bend correctly.
the cape is also disrupting your composition and just doesnt wave correctly.
especialy bcus its like also in the ground...
i really suggest revisiting your pose, bcus it would be a shame of your other excellent work.
aaand here's an update on my ArenaNet escapade.
going continue working on it tonight so i'l maybe post an update later on
here is a quick screen grab:
Cheers for the compliments fellas, I'll look into recording a session at some point, does anybody have any decent recommendations for recording/streaming software?
I didn't think this deserved a whole thread so I'll post this here. I'm trying create a tileable wood plank texture (VERY WIP) on a cylindrical piece of geo. Are there any tricks to straighten out the texture (other add adding more geometry)?
Here is the issue:
@WarrenMarshall: Yeah I agree on that for sure. I guess I spent most of my time working on getting that first shot to look okay, the second one I kinda just threw in so you could get a closer look at stuff. I'll make sure to take a look at that if I get some time to work on it. @Mr Smo & Lextripper: Thanks! Some more colour would definitely be nice, yeah. That creature looks great so far by the way Lextripper! @cholden: Wow, that means a lot coming from you! I loved the art in that game, the empire stuff in particular.
Great stuff in here! This is my first time posting anything here, kinda nervous. Anyway, I recently finished up this environment thingy. There's lots of stuff I'd want to keep working on, but I had to move on unfortunately...
I may go back to it at some point, so any comments would be greatly appreciated.
Looking really good, have you thought about varying not just the colour but the amount of light coming from each window, given each room will have candles and lighting in different places the amount going out the window would change.
Been working though the 3d motive tutorial for Ndo2 in order to learn to use it a bit better. Tried to vary my version of the door up a bit, another hour or two should finish it up.
I've been working on a Colt 1911. Currently working on defining the materials. About 2k tris, currently using 2k x 2k but I'm planning on down-ressing the final textures to 1k.
Damm I love this so much! So cool! I don't have pointers for the textures though. I think it the colours work well and I hope you keep the sameyness over the armour (light coloured stuff) ie; Don't break it up with crazy value variations. It's just so nice all one similar value/colour.
@Fred2303: wow good job dude, i would try and go for a hard spec on the hard surface parts to create material contrast with your leather and cloth.
besides that the textures look pretty much perfect.
calling the high poly sculpt done
time to go low, but first catch some sleep xD
goodnight polycount
I did a new "breakdown" of one another game. This time it's Shadow of the Colossus. Still not my work, but I believe it might be interesting for some artists here !
Cheers for the compliments fellas, I'll look into recording a session at some point, does anybody have any decent recommendations for recording/streaming software?
In the meantime my sick addiction continues.
Camtasia is a very good one ...here is a link it is very simple too...
@Lex : Yah, you're right about the pose. I was kinda of lazy and ultimate lazyness fell upon me for the rigging, so i posed it really quickly to get away with her T pose. But you've pumped me enough to find another pose
I did a new "breakdown" of one another game. This time it's Shadow of the Colossus. Still not my work, but I believe it might be interesting for some artists here !
I didn't think this deserved a whole thread so I'll post this here. I'm trying create a tileable wood plank texture (VERY WIP) on a cylindrical piece of geo. Are there any tricks to straighten out the texture (other add adding more geometry)?
Here is the issue:
Thanks!
In real life you would need to cut pieces of wood into trapezoid pieces for that to work. Or if you switch the direction of the wood planks they would be soaked in water and bent into the circular shape. I'd suggest doing either one of those things. Not only will it fix your problem, but it will look a lot more realistic too.
Here's a (crappy) paintover but I think it illustrates the idea ok :P
moar veherkers! These are for yet another alternate reality story, where Nazi Germany defeats Russia and invades the North American continent in 68 using these bad boys.
Replies
Thanks for feedback, I think now looks better a bit
now only few models left
[UDK] Zelda Water Shader Help by Habboi
Zelda: Wind waker Tech and Texture Analysis *picture heavy* by warby
Realtime'ized' my head, rendered in marmoset.
I may go back to it at some point, so any comments would be greatly appreciated.
Edit: I should add that it was based on a concept from Warhammer Online. Concept can be found here: http://mythicmktg.fileburst.com/war/us/home/images/conceptart/CT1207_46.jpg
that's awesome, nice work. a tiny bit more colour variation would have been cool but still
@PontusP: first and for most, welcome to polycount!
secondly i'd say that looks awesome! loving the ship/house style.
i'd suggest some more different colors to create more contrast.
looking good so far!
@Scythe: love the colors and model, really solid work on texturing the skin and spec.
i just dont like the pose, it kinda ruins your entire character imo
her sword is deeper in the ground then her feet, feels so floaty.
your arm is also way to stiff and doesnt bend correctly.
the cape is also disrupting your composition and just doesnt wave correctly.
especialy bcus its like also in the ground...
i really suggest revisiting your pose, bcus it would be a shame of your other excellent work.
aaand here's an update on my ArenaNet escapade.
going continue working on it tonight so i'l maybe post an update later on
here is a quick screen grab:
In the meantime my sick addiction continues.
Here is the issue:
Thanks!
@WarrenMarshall: Yeah I agree on that for sure. I guess I spent most of my time working on getting that first shot to look okay, the second one I kinda just threw in so you could get a closer look at stuff. I'll make sure to take a look at that if I get some time to work on it.
@Mr Smo & Lextripper: Thanks! Some more colour would definitely be nice, yeah. That creature looks great so far by the way Lextripper!
@cholden: Wow, that means a lot coming from you! I loved the art in that game, the empire stuff in particular.
@benji thanks for the input, will be attempting more shading on each face and edge highlights shortly.
Looking really good, have you thought about varying not just the colour but the amount of light coming from each window, given each room will have candles and lighting in different places the amount going out the window would change.
Changed the legs a bit.
lookin cool af3d!
Mr. Ninjutsu that looks way better man although his abdomen feels a little forward for me
Pontus that environment is sweet man!
I got my height based water level/slime shader working pretty decently.
http://www.artbypapercut.com/forum/index.php?topic=104
Ive been working on this gladiator still have heaps to do and lots to redo but yea for now.
Uploaded with ImageShack.us
Damm I love this so much! So cool! I don't have pointers for the textures though. I think it the colours work well and I hope you keep the sameyness over the armour (light coloured stuff) ie; Don't break it up with crazy value variations. It's just so nice all one similar value/colour.
besides that the textures look pretty much perfect.
calling the high poly sculpt done
time to go low, but first catch some sleep xD
goodnight polycount
Full post here : http://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2
[ame="http://www.youtube.com/watch?v=taIuZAGOFTo"]Shadow of the Colossus - Fur breakdown - YouTube[/ame]
Camtasia is a very good one ...here is a link it is very simple too...
Windows!
Need to improve to a bogdanbl level Y.Y
@Lex : Yah, you're right about the pose. I was kinda of lazy and ultimate lazyness fell upon me for the rigging, so i posed it really quickly to get away with her T pose. But you've pumped me enough to find another pose
thankx for the critics !
Froyok, this kinda stuff is interesting, thanks for posting!
Here's another lunchbreak apple! any quick crits on this would be great
Hey man, thanks a whole lot for this. Much appreciated - awesome info.
In real life you would need to cut pieces of wood into trapezoid pieces for that to work. Or if you switch the direction of the wood planks they would be soaked in water and bent into the circular shape. I'd suggest doing either one of those things. Not only will it fix your problem, but it will look a lot more realistic too.
Here's a (crappy) paintover but I think it illustrates the idea ok :P
Thanks, buddy bud.