Hey Guys This a new scene I have started I already have a few props down and I am currently working on the composition and lighting any critiques are great. Let me know what you think! thanks everyone.
This is the concept that I started with the colors and Lighting I am planning to keep its the composition that needs change the hero prop is too far away.
Progress so far:
Here are my old prop sheets
This was my next composition which looks better visually but the truck the hero prop is still too far away and so is my unique building.
This is the newest paintover I have done The hero props are in a better position but the composition still seems off.
Well there it is guys let me know what you think and more props coming soon as well as a more detailed blockout and paintover.
No This is purely A portfolio piece. For presentation purposes you may be able to walk around because my computer doesnt chug at all when using UDK but It is also not finished so for now just images. The only Tri intensive prop I have is the heroprop in my opinion. which models would you change the tri-count for maybe point out some areas on my wireframe I could fix?
Really great stuff man.
And your Asian shop remind me the Asian flying shop in "The 7th Element" by Luc Besson. (On the beginning of the film.)
Good evening
thanks man I'm glad you like it, the concept of this scene was actually based off of the fifth element and bladerunner so i'm hoping to achieve that feel with the scene eventually.
looking promising. in your paintover with the skyscrapers there's one you painted in that is the exact same height as the one next to it. i'd vary those up a little, their width too, i think. and are you gonna stick to the sillhouette you originally had for those background buildings? cause i like it a good deal more than the standard tall building fare you have in the newer one.
The only Tri intensive prop I have is the heroprop in my opinion. which models would you change the tri-count for maybe point out some areas on my wireframe I could fix?
I would maybe drop the tri count on the wall pieces i understand that high poly looks nice but you really wanna keep a level at 25 K but for portfolio piece you should keep it at 65 K that would be my recommendation the kiosk you have though is really nice . well done .
jhill: what wall pieces the lift and airconditioner?/QUOTE]
No no the corrugated metal and wood pieces, as they are not like the main view pieces you can lower the poly count a bit. Not hugely but every little helps.
Here are some of the fixes I am going to be working on for the truck some more dramatic lighting fixing up the spec and reflection maps and setting up the dioramma underneath it with some foliage and broken asphalt and such.
Any Ideas for the dioramma? I Want to do like broken asphalt a sidewalk and some grass sticking out with maybe a puddle in the street. what do you guys think?
Maybe a puzzle like beton street like in Hongkong with tar seams. Or a asphalt street with new and old asphalt (sun bleach) for a good feeling of change and time.
So I was thinking broken asphalt like this except bigger crack with puddles of water in between the pieces and then the sidewalk would be a lot like the next picture with some grass sticking out of the cracks.
My plan for the model and texture work would be a modular texture sheet that I could use to texture the sidewalk and its trim piece and the asphalt all with one sheet? what do you think?
So cool- I think you should mirror the whole food truck model for the scene as the cab is an interesting design! It seems like your just hiding it- tucking it away in the current scene composition. Bring it up to the front! It seems like it would make a good focal point.
[IMG]file:///C:/Users/Gateway/Desktop/scenecomp.jpg[/IMG]ok I like the idea of the truck up front but the building that is circled still needs to be seen what I have in the current concept is that the truck is pointing your eye down that alley towards the market/resturant building?
That's a pretty cool idea and start. I hope you'll be able to separate areas well enough so it won't become too busy. Maybe with smoke effects etc. to add depth and have people focus mainly on the front left and right sides for details.
One thing I find strange tho is the texture usage so far. I don't know if you plan to scale any of that down? I wouldn't be too worried about tri/vertex count but I would definitely be worried about the texture memory usage more.
So far if I counted right you are using one 2048x2048 texture and 5 1024x1024 textures.
All including diffuse, spec and normal. So depending on your compression etc. you'd end up with something eating up almost 25MB of memory on those few props alone!
Seeing this would be a portfolio piece I'd try to make it as optimized as possible, especially on that front.
towards the back of the scene it will be filled with a green smog to make the viewer focus towards the front hopefully that will help.
Well right now I am using 4 1024x1024 maps and a 2048. one of the 1024 and the 2048 maps is on the truck I would like to keep those as detailed as possible since I plan on making that my hero prop. the other 3 1024 maps are on the other props. the machine and bamboo plant share a texture space, and the air conditioner and crates share the other one should I reduce those since they will be in the front of my scene? I plan on reducing the modular props to a 512 mostly because they will not be looked at as much.
The 1024 map is applied to the props inside the truck They were put on a seperate map because the 10 props on that will be placed throughout my scene I will shrink those down to a 512 to see how they look.
In total that would leave me with two 512 maps, two 1024 maps and a 2048?
Thoughts?
ok cool I will be adding some modular textures and tileable textures for the ground and buildings still but that is all thats left I will be posting more shots of that progress tomorrow.
Here is the lighting fixes I have applied to my truck and the zbrush progress I made today on the tiling street textures I plan to finish In zbrush for the diaramma under the truck and in my final scene.
Oh sorry I hadn't worked on any of the composition yet that was just lighting fixes I did that is a good idea I will definitely try that I think i'm gonna bring the main building up closer too i'm probably gonna move it right to the right of the truck tomorrow I will have new shot!
You've got some fabulous assets done there. Keep the good work. I think you might want to set up a more detailed test lighting rig to convey some kind of mood, before you jump in with some detailed texture work around your main assets. Just kind feel, you could have got more with your assets through better lighting.
Hey guys its been a bit since I could post something but here is a tileable broken asphalt texture I made in zbrush and rendered in marmoset it has a displacement map too but i dont have dx11 so I cant show you in marmoset.
sidewalk is on the way let me know what you think!
Hey guys so here are all the final models in the scene until I do the full scale version now I just have to meshpaint the building and fix lighting and composition critiques are welcome please let me know what you think.
Too much red going in there right now and make sure you have a second unique UV-set for all the lightmaps or you'll end up with a weird result. Can't wait for the full-scale version! Good work so far!
If you're going for sunset try the golden hours, you get a lot of depth and cool color variation.
Like colder blues at the bottom and golden yellow/orange at the top of the buildings. (If you do a small city-scene)
It's important to try and catch that initial feel, with the lighting it should be a great range and only top out (and get over-exposed) at certain points. Right now everything is red, try to get some more range in the colors in the scene so that your color information in your textures don't get lost.
It's just my opinion though keep working hard , looking forward to more!
Ok yeah the second and third picture you posted is going to be a lot like my scene layout so I will go for that kind of lighting and see what I can get. I will post something up tomorow for sure.
The great thing about UDK is its copy and paste functionality, if you really want to get a good feel of the lighting, copy all of the assets ( no lights or fog ) and open a default lighting template in UDK and paste, it will drop everything exactly as it was in a new map for you. If anything I can imagine maybe the opposite scene. A morning scene like your hero piece is a simple futuristic milk cart :P or a man on his way to work early to get the best caterers position outside a massive nuclear power plant :P
I immediately noticed the red crosshairs meaning you just took a screencap (with something selected) and not a tiled shot.
Tileshot that shit!!
Also i would kill that dust effect under the hovering truck. I feel like you could sell the idea if you made a different effect. More of a magnetic effect from the hovercraft than dust from the ground.
ok will do I wanted like a distorted magnetic field under the truck but i wasnt sure how to make that any tutorials you know of? also I will tileshot it haha.
Hey man, really diggin the mood of the scene right now. Agree about the magnetic field effect.
For crits... I noticed that all the garbage bags are sitting with the mouth of the bag tied and pointing straight up. Maybe make some variations using the same texture where they're slouching in different directions? The walls are also looking a little flat, you might want to play with popping the normals a bit more and adding some variation to the different panel elements in the diffuse and spec. They don't have to be huge variations, like a bunch of different bold colors, but some subtle material difference will give them a lot more passive interest.
Replies
And your Asian shop remind me the Asian flying shop in "The 7th Element" by Luc Besson. (On the beginning of the film.)
Good evening
diggin the noodle truck. do my work proud, son!
I would maybe drop the tri count on the wall pieces i understand that high poly looks nice but you really wanna keep a level at 25 K but for portfolio piece you should keep it at 65 K that would be my recommendation the kiosk you have though is really nice . well done .
Nathanbarrett: thanks
Any Ideas for the dioramma? I Want to do like broken asphalt a sidewalk and some grass sticking out with maybe a puddle in the street. what do you guys think?
My plan for the model and texture work would be a modular texture sheet that I could use to texture the sidewalk and its trim piece and the asphalt all with one sheet? what do you think?
One thing I find strange tho is the texture usage so far. I don't know if you plan to scale any of that down? I wouldn't be too worried about tri/vertex count but I would definitely be worried about the texture memory usage more.
So far if I counted right you are using one 2048x2048 texture and 5 1024x1024 textures.
All including diffuse, spec and normal. So depending on your compression etc. you'd end up with something eating up almost 25MB of memory on those few props alone!
Seeing this would be a portfolio piece I'd try to make it as optimized as possible, especially on that front.
Well right now I am using 4 1024x1024 maps and a 2048. one of the 1024 and the 2048 maps is on the truck I would like to keep those as detailed as possible since I plan on making that my hero prop. the other 3 1024 maps are on the other props. the machine and bamboo plant share a texture space, and the air conditioner and crates share the other one should I reduce those since they will be in the front of my scene? I plan on reducing the modular props to a 512 mostly because they will not be looked at as much.
The 1024 map is applied to the props inside the truck They were put on a seperate map because the 10 props on that will be placed throughout my scene I will shrink those down to a 512 to see how they look.
In total that would leave me with two 512 maps, two 1024 maps and a 2048?
Thoughts?
I like where this is going!!!!
sidewalk is on the way let me know what you think!
Cool vehicle/shop, me like! Looking forward to see more
Keep the crits coming!
Radsby: I put the red in there because it is supposed to be sunset what color would be better or should I just desaturate the light a bit?
Like colder blues at the bottom and golden yellow/orange at the top of the buildings. (If you do a small city-scene)
It's important to try and catch that initial feel, with the lighting it should be a great range and only top out (and get over-exposed) at certain points. Right now everything is red, try to get some more range in the colors in the scene so that your color information in your textures don't get lost.
It's just my opinion though keep working hard , looking forward to more!
Tileshot that shit!!
Also i would kill that dust effect under the hovering truck. I feel like you could sell the idea if you made a different effect. More of a magnetic effect from the hovercraft than dust from the ground.
For crits... I noticed that all the garbage bags are sitting with the mouth of the bag tied and pointing straight up. Maybe make some variations using the same texture where they're slouching in different directions? The walls are also looking a little flat, you might want to play with popping the normals a bit more and adding some variation to the different panel elements in the diffuse and spec. They don't have to be huge variations, like a bunch of different bold colors, but some subtle material difference will give them a lot more passive interest.
Hope that helps!
With regards to colouring and overall lighting, you could try adjusting the Colour Lookup Table to more accurately get what you want: