This is like a super super super minor crit but it looks like the little stone blocks at the front of the staircase are using the same texture and the big dent is making it a bit obvious. I think that you would be able to just rotate one of them? Idk, its not that big of a deal.
Some progress. Adjusted the fence alittle bit as per critique by a buddy as well as made the fire hydrant and a couple signs.
Kind of getting tired of making building pieces so just to keep it fun i'll probably make a couple more props and then back to the building pieces. The fire hydrant looks huge but that's just because it's close to the camera and with no supporting props. I'll probably model up a trash can adn a bundle of news papers to put there next to it.
Just going to do UDK static mesh viewer for the props for now since it's still WIP.
what software did You use to paint the hydrant texture? there are some quite visible seams where the perpendicular parts intersect. plus You could have modelled the indentation where the screw is as opposed to simply bakind it. but that is just nitpicking as it looks good overall.
You might want to consider adding some variation to the brick wall shader, like vertex color blending dirt/dust/leaks/broken bricks.
it looks a bit weird that some scratched/worn areas are rusty while others are clean.
especially considering that clean metal spots have an aluminum vibe to them.
i'm also not sure if the green paint should have such saturated highlights, i've never seen paint with such properties on vintage objects. i might be wrong though.
c22dunbar: I think the seem youre referring too was my attempt at making "welded" seems. But that clearly didnt work as you see it as a texture seem hah. I'll probably redo the hydrant later on and get rid of that attempt at a welded surface.
Thanks for the love guys Your feedback is definitely keeping this project alive.
You can see how each bead is highlighted, and I think that's what makes a weld look like a weld. Right now yours is just a white line, but get those highlights in and it'll be rockin!
Added the street lights as well as some decals for the ground.
Next up going to put together the texture for the road, add some signs to the street lights and a stack of newspapers to sit next to the light post.
I've also decided to do the extended street on the far end. I think it will really add to the scene and story to continue the buildings on the cross street.
This is really coming together man! Is there something special you do with the normals? It really looks good, especially the stairs. Really clean bakes.
Adding some vert blending to break up the tileable textures. Moving on to some more props after! I just wanted to get vert blending using a heightmap down.
just saw this in the waywo thread. amazing textures and details in this scene. little things like the puddles and stains in the gutter and by the hydrant are great.
The prop and texturing work is amazing! But I feel that lighting/post is holding the scene down. As it is now, everything looks quite grey and washed out.
I think the fog could be a little bit less dense, or perhaps could start farther away from the camera. As for lighting, perhaps try using some warmer (yellowish) hues for you main light and make it a bit brighter. I think this should bring the scene closer to that photo you linked in your first post.
For lighting, try to avoid having the sun coming from that same direction your camera uses for the shots. It tends to reinforce the flatness of it all.
Try to create a good portion of shadowing in your street to let the contrasts between direct and indirect light explode.
For lighting, try to avoid having the sun coming from that same direction your camera uses for the shots. It tends to reinforce the flatness of it all.
Try to create a good portion of shadowing in your street to let the contrasts between direct and indirect light explode.
This.
One more thing that I had noticed, the shadows seem pretty long. Almost like it's evening. Meanwhile the colours make me think of a foggy, overcast morning. If you plan on keeping it overcast then I think you might be better off changing the direction of the light a little bit and giving the shadows a softer falloff.
Adding some lighting changes as per crit from you guys. I love it so much more already! When i duplicate the buildings to the other side it'll create some really nice shadows on the road and really imply that it's in the city.
sltrOlsson: I didnt do anything special to bake out the normals. Just baked it in 3ds max.
SniperStealth: Most definitely! Going to put in a shipment truck parked out in front of the ale house. As if he's delivering some ale barrels. I also might make a generic car and put it on the cross street down the road there.
teaandcigarettes: Thanks a ton for the help! Huge fan of your work!
This is looking great, do you plan on adding a subtle fake interior for the ale house? Might be able to bring some other colours into the scene if you do.
Ex-Ray Yeah i've been toying with the idea of actually adding some pieces to the ale house interior to really help give it a sense of depth. The reference image i used for it also has a very limited view of the interior which i think is perfect. Just maybe a couple tables/chairs right in the light.
ivanzu No way man it's perfectly fine that you post that up. I haven't seen that one yet! I'm going to give this site a looking at tonight and pull some reference from it. Thanks for sharing!
Oh yeah definitely. I'm going to add alot more things to the scene to try to break up the tiling. Going to put some things in the road to break up the road tiling. I probably wont put a billboard on that side wall next to the fence, because I'm not sure they would put an ad facing another building like that ha. I'll look to my reference for ideas on what to put there.
Just trying to get the broad strokes in before i start populating with props.
I dont know how much time you can put into this, but if you have, fake interiors geometry with parallax would benefit the scene, as well as a stronger reflection on the windows. Reflections in a street scene can bring a good amount of information on what's out of the picture and behind the camera.
ParoXum Yeah i can put in a pretty good amount of time. I want this to be the best display of my ability thus far so i'm going to take it as far as i can. My own deadline is before summer. So i'm going to try to finish it in june-ish.
I think that's an excellent idea and definitely something i'm going to do. The image i'm using for the reflection in the windows needs to be changed. It's not selling it at the moment.
Replies
Going to model out the laundry mat entrance next. Starting to come together!
Texturing the Laundry Mat entrance now. It's just a solid color in the pictures to make sure it works within the scene.
Going to start making the signage this week because i'm tired of doing building pieces ha. Maybe a prop or two.
Kind of getting tired of making building pieces so just to keep it fun i'll probably make a couple more props and then back to the building pieces. The fire hydrant looks huge but that's just because it's close to the camera and with no supporting props. I'll probably model up a trash can adn a bundle of news papers to put there next to it.
Just going to do UDK static mesh viewer for the props for now since it's still WIP.
You might want to consider adding some variation to the brick wall shader, like vertex color blending dirt/dust/leaks/broken bricks.
especially considering that clean metal spots have an aluminum vibe to them.
i'm also not sure if the green paint should have such saturated highlights, i've never seen paint with such properties on vintage objects. i might be wrong though.
the scene itself looks great, keep it up.
Thanks for the love guys Your feedback is definitely keeping this project alive.
Working on the streetlights tonight.
http://www.millerwelds.com/education/articles/images/Fig.4-BeadComarisonlr.jpg
You can see how each bead is highlighted, and I think that's what makes a weld look like a weld. Right now yours is just a white line, but get those highlights in and it'll be rockin!
Next up going to put together the texture for the road, add some signs to the street lights and a stack of newspapers to sit next to the light post.
I've also decided to do the extended street on the far end. I think it will really add to the scene and story to continue the buildings on the cross street.
looking forward to seeing this scene finished
I think the fog could be a little bit less dense, or perhaps could start farther away from the camera. As for lighting, perhaps try using some warmer (yellowish) hues for you main light and make it a bit brighter. I think this should bring the scene closer to that photo you linked in your first post.
Try to create a good portion of shadowing in your street to let the contrasts between direct and indirect light explode.
This.
One more thing that I had noticed, the shadows seem pretty long. Almost like it's evening. Meanwhile the colours make me think of a foggy, overcast morning. If you plan on keeping it overcast then I think you might be better off changing the direction of the light a little bit and giving the shadows a softer falloff.
Good luck, this will be awesome
sltrOlsson: I didnt do anything special to bake out the normals. Just baked it in 3ds max.
SniperStealth: Most definitely! Going to put in a shipment truck parked out in front of the ale house. As if he's delivering some ale barrels. I also might make a generic car and put it on the cross street down the road there.
teaandcigarettes: Thanks a ton for the help! Huge fan of your work!
1.http://www.nyc.gov/html/records/html/misc/luna.shtml-Its temp. down!
2.http://www.dailymail.co.uk/news/article-2134408/Never-seen-photos-100-years-ago-tell-vivid-story-gritty-New-York-City.html
Sorry for posting the image if it bothers you ill remove it!
ivanzu No way man it's perfectly fine that you post that up. I haven't seen that one yet! I'm going to give this site a looking at tonight and pull some reference from it. Thanks for sharing!
Moving on to the farthest building tonight.
Just trying to get the broad strokes in before i start populating with props.
When you said vertex blending. IS that the new feature for udk?
ParoXum Yeah i can put in a pretty good amount of time. I want this to be the best display of my ability thus far so i'm going to take it as far as i can. My own deadline is before summer. So i'm going to try to finish it in june-ish.
I think that's an excellent idea and definitely something i'm going to do. The image i'm using for the reflection in the windows needs to be changed. It's not selling it at the moment.
Thanks for the feedback guys!