Hey Everyone here is a block out of my scene what do you think?
I am still going to add a lot of little details there will be tapestries hanging, meat shop, decals on the shipping containers, various fruit for the market stands stuff like that
Thanks Hiten! yes I know I need more detail there will be more signs rotten fruit on the ground, rocks, a lot of tapestry's, rocks all of that good stuff is to come . I am also thinking of making a tower of air conditioners and putting them on sale for like 25 bucks in my scene for fun :P.
also going to add some interest to my terrain when I start working on the texture it will not be flat as it is now there will be more lumps and bumps!
Keep the comments coming it is very very very helpful when I get early input helps in the long run.
Hey everyone! I was working on a shader for udk last night here is what I came up with. my shader allows me to control how many cracks are put on a mesh how much the normals for those cracks show up, where to place a sand texture, and how much to raise vertices based on where the sand is to give the illusion the sand has depth.
So here is my level with the ground in place and the sand and rock textured! I also changed the direction of the light a wee little bit to bring out more cool shadows
Yes Junjie Lin, a very good point indeed! Je suis seulement pauvre cassette. Et je, je n'avais pas le pantalon. Now please, I don't want a cassette cleaner.
Anyway, back on topic.
It's coming along nicely so far. The grunge seems a bit uneven on some of the assets though. The containers for example could probably do with some larger localised details.
And it's just a personal opinion, but I never really liked the amount of spray tags I see everywhere in these urban environments. In that case I'd prolly switch it to some text like so:
Hey guys have done a bunch more work on this project! I changed the layout a bit by bringing a market stall forward so there is some more stuff to lookat in the background. I changed the lighting up and added lighting for the market stalls (lamps will be modeled for light source). I modeled in some air canisters, fabric/carpets. and some signs!
-Changed the ground from a textured mesh to a painted terrain material
-lowered the brightness of my lights so that I am not blowing my scene out
- started working on the texture for the shipping containers
Hey Ben thanks for the C and C
-I will post better renders of my Air canisters and my barrels for you
the smaller details, like the grass decals, and cracks should be done later on.
Really focus on the big picture stuff. your already doing that, just dont spend that much time on decals
watch out for the black lines in the air canisters. if you need some more shadow info, play around with your AO bake. and try colour correcting that.
Keep the overall saturation low on all ur diffs. Its easier to bump them up down the road.
Also, it seems your going for an Indian street scene ? right ?
What are the core elements that make up a Indian street scene ? and which of those elements are you going to add to really sell these scene. Cause right now i could only tell its a market environment, and looking at the Indian text on some the objects, that this is an Indian street.
Thank you very much for the input Hiten I get where your re coming from. I feel that my scene isn't very tight in terms of quality so I am going to refocus!
OK everyone so to make this scene awesome I am going to re look every asset in the scene I will be posting a lot of texture flats and models for you to see
any crits would be very much appreciated.
Also Hiten I will post some reference which I will be using to add some more flair to this scene!
I think I have a winner here just need to add some more art to this art :P
this is a high poly crate whipped up for my scene this is what is going to replace the many cardboard boxes in my scene which are way to underwhelming and under detailed IMO.
So doing something a little different to mix it up a little
For the barrel, i think there needs to be some more refinements:
Diff:
majority is fine, the problem is the middle area, where the sticker is . The orange on orange isnt the best idea. have the logo contrast with the orange banner. Like a white background will do
awesome hiten thank you again for the great c and c.
will fix the barrel asap and has a repost soon
as for my crate I know that it is very wrong it looks like it is made out of soft clay it isnt chipping away like wood normally wood there are very random chips and it isnt very thought out. that is a reasult of 7 am sculpting
so I will be making a WAY! better high poly for you guy today there will be another post for it.
I changed the sticker colour so that the logo poped out more (didn't make it white it looks kinda boring so whent with a dark teal instead to complement the orange). also completely redid the normal bake and the spec map so that there is less noise junk also added in some minor denting effects into my normal which makes it look a little more beaten up it is subtle though didnt want to go overboard.
@ Ben Strasser: THANKS! working really hard on this. as for the cart I have not found dude the right one I may have to make my own using several reference images.
I am going to be working on fruit and some water tank props so should have a post soon for everyone YAY!
Looking good man, really like the details, although, aren't those things supposed to have some pipes? One coming out of the house and one for the water?
I was going to add in some pipes however in a lot photos I looked up they are mainly located on the back of the unit so I decided to not model them only because this air conditioner cannot be viewed from the back. didn't want to waste geometry. I did however add a power disconnect switch to the left hand side of the air conditioner which is something else I was missing.
Here is the low poly model/wire frame and texture sheet of my air conditioner
Hey guys just working on some stuff for my portfolio i will be starting off small with a couple of assets (ammo box, old dentist chair). Afterwards I will start working on some scenes for a little fun XD.
so here is my progress so far started with the ammo box so far
Reference picture
Highpoly
How did you render out that highpoly?
are you using floaters?
@ wirrexx: THANKS DUDE! seriously means a lot working my but off for sure! The render that you have for my ammo box was simply my high poly model with a grey standard backdrop and three point lighting in max. However I have streamlined my renders and have created a light room set up using vray for all of my high poly work
If you have any questions about it just shoot me a pm
@wirrexx; hey man will do I have the low poly and unwrap done going to do some textures and will update soon depending on what work has me doing this week.
Replies
I am still going to add a lot of little details there will be tapestries hanging, meat shop, decals on the shipping containers, various fruit for the market stands stuff like that
I would suggest placing more props in the foreground area, it'll help push the sense of depth even more ")
also going to add some interest to my terrain when I start working on the texture it will not be flat as it is now there will be more lumps and bumps!
Keep the comments coming it is very very very helpful when I get early input helps in the long run.
I will reply to everyone's post cheers!
here is what I came up with
Yes Junjie Lin, a very good point indeed! Je suis seulement pauvre cassette. Et je, je n'avais pas le pantalon. Now please, I don't want a cassette cleaner.
Anyway, back on topic.
It's coming along nicely so far. The grunge seems a bit uneven on some of the assets though. The containers for example could probably do with some larger localised details.
And it's just a personal opinion, but I never really liked the amount of spray tags I see everywhere in these urban environments. In that case I'd prolly switch it to some text like so:
Anyway, keep going
more to come
Looking good so far, the presentation shots of the air canisters and barrels seem really blown out, your losing the detail that I know is there
Your scene is coming along I like the details you have added such as all of the smaller props in the market stand.
-Changed the ground from a textured mesh to a painted terrain material
-lowered the brightness of my lights so that I am not blowing my scene out
- started working on the texture for the shipping containers
Hey Ben thanks for the C and C
-I will post better renders of my Air canisters and my barrels for you
C and C is always appreciated
here is my progress and some fix up notes
some minor suggestions
the smaller details, like the grass decals, and cracks should be done later on.
Really focus on the big picture stuff. your already doing that, just dont spend that much time on decals
watch out for the black lines in the air canisters. if you need some more shadow info, play around with your AO bake. and try colour correcting that.
Keep the overall saturation low on all ur diffs. Its easier to bump them up down the road.
Also, it seems your going for an Indian street scene ? right ?
What are the core elements that make up a Indian street scene ? and which of those elements are you going to add to really sell these scene. Cause right now i could only tell its a market environment, and looking at the Indian text on some the objects, that this is an Indian street.
OK everyone so to make this scene awesome I am going to re look every asset in the scene I will be posting a lot of texture flats and models for you to see
any crits would be very much appreciated.
Also Hiten I will post some reference which I will be using to add some more flair to this scene!
I think I have a winner here just need to add some more art to this art :P
as for the renders I agree with you I have taken them down and will be sending some sexier renders your way
this is a high poly crate whipped up for my scene this is what is going to replace the many cardboard boxes in my scene which are way to underwhelming and under detailed IMO.
So doing something a little different to mix it up a little
here are a render of the barrels loading into my scene and there flats
what do you think?
For the barrel, i think there needs to be some more refinements:
Diff:
majority is fine, the problem is the middle area, where the sticker is . The orange on orange isnt the best idea. have the logo contrast with the orange banner. Like a white background will do
Normals
will fix the barrel asap and has a repost soon
as for my crate I know that it is very wrong it looks like it is made out of soft clay it isnt chipping away like wood normally wood there are very random chips and it isnt very thought out. that is a reasult of 7 am sculpting
so I will be making a WAY! better high poly for you guy today there will be another post for it.
I changed the sticker colour so that the logo poped out more (didn't make it white it looks kinda boring so whent with a dark teal instead to complement the orange). also completely redid the normal bake and the spec map so that there is less noise junk also added in some minor denting effects into my normal which makes it look a little more beaten up it is subtle though didnt want to go overboard.
I made a high poly and low poly of an air conditioner that will be uploaded today or tomorrow depending on if I have time after work.
So here is my scene so far going to replace the car with a food cart which would be more in context then I am going to go into small details YAY!
Also were you able to find a neat looking food cart?
I am going to be working on fruit and some water tank props so should have a post soon for everyone YAY!
sorry I haven't updated in a while my laptop has officially died so I had to fix up my desktop but I am finally up and running and ready to work!
So here is a little update of my scene hope you enjoy
cheers
cheers!
thanks for the input k21n Cheers
I was going to add in some pipes however in a lot photos I looked up they are mainly located on the back of the unit so I decided to not model them only because this air conditioner cannot be viewed from the back. didn't want to waste geometry. I did however add a power disconnect switch to the left hand side of the air conditioner which is something else I was missing.
Here is the low poly model/wire frame and texture sheet of my air conditioner
What do ya think?
cheers
Rendered in marmoset
Usually these are located on the outside of a building right, this one must get cleaned daily
Just a bit of dirt would help
How did you render out that highpoly?
are you using floaters?
Check it out
Cheers
If you have any questions about it just shoot me a pm
Cheers!
So I have been doing some more work on my scene slowly but surly getting somewhere HUZZAH!
I would love some critiques anything is valuable really want to make this one work.
Cheers and thanks in adveanced!
Cheers
I am going to be making this in 2 flavors :P
1) grenade vending machine
2) Zombie spare limbs vending machine
the model will be the same for both however the large door will have different art pieces on them!
This is a Pelican 1700 case with a a few minor alterations.
Cheers!