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Aftermath Shelter

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polycounter lvl 11
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jackalope polycounter lvl 11
I am creating an environment where the idea is something terrible happened to humanity and an individual has found his way to a place to take shelter.
It happens to be an illegal dump in the woods.
here is what i have so far

WPHil.jpg

I plan on putting burnt out husks of skyscrapers in the background to help tell the story.
Let me know what you think

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  • mutatedjellyfish
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    mutatedjellyfish polycounter lvl 10
    I can tell you've spent a lot of time on the shelter, and not much on the grounds around it. How long has this person been there? The dirt and plants nearby look relatively untouched. When me and my friends used to go camping when we were teenagers, we would have that place torn up after just one night!

    I'd extend the story telling to the immediate area surrounding the place.

    I really like the look, though, and the materials are looking nice.
  • GlenGramling
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    What Mutatedjellyfish said,

    It definitely needs to look more lived in. A place to dry his clothes, more cooking equipment, a place to prepare food,a place to bathe and clean up, a hammock, a makeshift garden, and so on. Think of everything you would create, and find useful to have around in a time like that. Maybe look up some images of the campsite on LOST.

    lost%20dog%20%20may%205-11%20,%2020060003-1.JPG?0.1195361655336481

    lost_locationsc_009.jpg
  • gsokol
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    Cool.

    Like the other guys said..some more stuff outside would be good. I think a clothesline would be neat.

    Are you planning on building up the inside of the crate? It would be cool to see a home made up in there...with a sleeping bag, shelves, etc..
  • jackalope
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    jackalope polycounter lvl 11
    thanks for the feedback guys. Ill work towards adding that stuff you said.
    gsokol, i haven't decided to what extent i will be populating the inside of the crate. So we will see i guess

    added some things:

    WWooT.jpg
  • jackalope
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    jackalope polycounter lvl 11
  • jackalope
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    jackalope polycounter lvl 11
    Posted that update kinda late last night, so here's a bit of a bump. Maybe ill get some opinions/comments.
  • jackalope
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    jackalope polycounter lvl 11
  • jackalope
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    jackalope polycounter lvl 11
    I don't really have any ideas on what to add/change. any suggestions or ideas would be helpful.
  • SnaFuBAR
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    you need tools or weapons, maybe some kind of vegetable garden. post apoc i don't really think smart people would be out foraging, they'd farm food, probably hunt for meat, and they'd have some way to defend their resource.
  • Envart
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    Envart polycounter lvl 6
    Really like this scene, it's like a little diorama and has character! Perhaps a little bit of rubbish, plastic botttles or rusted cans. Maybe some more plant variation, white daisys or maybe a red would contrast against the grass. Just a suggestion, it think it looks ace already!
  • hollywood-north
    SnaFuBAR wrote: »
    you need tools or weapons, maybe some kind of vegetable garden. post apoc i don't really think smart people would be out foraging, they'd farm food, probably hunt for meat, and they'd have some way to defend their resource.

    Who said this person is smart? ;)

    I am really liking this scene so far. I like how it's post apocalyptic but everything isn't over grunged and using tonnes of browns. Looks like a forest you could find today.

    Keep up the good work!
  • konstruct
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    konstruct polycounter lvl 18
    this is getting pretty cool!

    The trash/junk is too localized. Scattering bits of junk about the scene, localizing it where it would be believable would go a long way.

    I think your burning buildings in the background break the illusion that this is some remote refuge. Mainly from a geological angle. Rocks and trees like the scene you`ve made are in biomes that are steep and mountainous- a place where large pockets of skyscrapers can`t exist. Thats not to say there can't be skyscrapers in the mountains though. You should see this crazy casino they built in blackhawk (hur)

    I think perhaps a slightly higher camera angle, and a skybox that speaks to a city laying at the basin of some sort of vally, or plain would be something to explore. Something like this:

    denver-city-view-from-golden.jpg

    It would convey a bigger scale and make the scene less "stage" like.

    Also- I`m dont know if a character is something you want to make- but I think making a survivor character would be the perfect focal point for this.
  • jackalope
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    jackalope polycounter lvl 11
    SnaFuBAR wrote: »
    you need tools or weapons, maybe some kind of vegetable garden. post apoc i don't really think smart people would be out foraging, they'd farm food, probably hunt for meat, and they'd have some way to defend their resource.

    Thanks for the suggestion. A garden isn't really the direction I wanted to take with this piece, but I am definitely trying to incorporate more of the hunting idea.
    Walrus wrote:
    Really like this scene, it's like a little diorama and has character! Perhaps a little bit of rubbish, plastic botttles or rusted cans. Maybe some more plant variation, white daisys or maybe a red would contrast against the grass. Just a suggestion, it think it looks ace already!
    put a little more trash around, plant variation is next on my list!
    Who said this person is smart? ;)

    I am really liking this scene so far. I like how it's post apocalyptic but everything isn't over grunged and using tonnes of browns. Looks like a forest you could find today.

    Keep up the good work!
    :):)
    konstruct wrote:
    this is getting pretty cool!

    The trash/junk is too localized. Scattering bits of junk about the scene, localizing it where it would be believable would go a long way.

    I think your burning buildings in the background break the illusion that this is some remote refuge. Mainly from a geological angle. Rocks and trees like the scene you`ve made are in biomes that are steep and mountainous- a place where large pockets of skyscrapers can`t exist. Thats not to say there can't be skyscrapers in the mountains though. You should see this crazy casino they built in blackhawk (hur)

    I think perhaps a slightly higher camera angle, and a skybox that speaks to a city laying at the basin of some sort of vally, or plain would be something to explore. Something like this:


    It would convey a bigger scale and make the scene less "stage" like.

    Also- I`m dont know if a character is something you want to make- but I think making a survivor character would be the perfect focal point for this.
    That's a really awesome idea with the buildings, it's just a little too much work for me at this stage. I'm trying to finish this up to move onto my next project. Wish I would have thought of that earlier though.
    And I don't have a lot of experience with characters... he would probablly look like poop :poly142: wish i had that skill though.

    Additional notes: Tried making the buildings silhouettes more clear. moved the animal skin, thought it was too distracting. added pack and crossbow, though i haven't textured the crossbow yet. Some other thins i am forgetting. anyway here is latest update

    MU18e.jpg
  • jackalope
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    jackalope polycounter lvl 11
    Also, does anyone know where you can get free sky domes?
    cg textues changed so you have to pay for them.
  • matthewjvia
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    matthewjvia polycounter lvl 13
    post fail. ignore me.
  • z0ltan
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    z0ltan polycounter lvl 13
    http://www.cgskies.com/ is where they went. You can use the Sample images for personal use. They be down at the bottom.
  • lewist
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    This is looking really good. I think the variation and placement of your props makes for a nice composition. You might want to revisit the texturing on your ladder - the rust on it doesn't really feel believable and at this distance just looks very noisy and distracting. Also, I might consider changing the color of the green shipping container. It feels far too downplayed in comparison to the other ones.
  • jackalope
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    jackalope polycounter lvl 11
    z0ltan wrote:
    http://www.cgskies.com/ is where they went. You can use the Sample images for personal use. They be down at the bottom.
    Thanks!
    lewist wrote:
    This is looking really good. I think the variation and placement of your props makes for a nice composition. You might want to revisit the texturing on your ladder - the rust on it doesn't really feel believable and at this distance just looks very noisy and distracting. Also, I might consider changing the color of the green shipping container. It feels far too downplayed in comparison to the other ones.
    thanks for the crit. For the ladder i was going for one of those fiberglass ones, eg
    1295990637.jpg
    Ill work on the texture so it reads better, and ill change the color of the other shipping container. :thumbup:
  • jackalope
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    jackalope polycounter lvl 11
    getting close to finishing (hopefully)

    MtTLm.jpg
  • rambooze
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    rambooze polycounter lvl 7
    Looking good so far. I like it. The only concern are flowers. I think they are too big and that makes them look like fantasy flowers.
  • z0ltan
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    z0ltan polycounter lvl 13
    looking good! One minor thing, my eye gets drawn to the left of the image right away where the lighting is pretty even (by the rock). Maybe throwing some shade from the trees (like in the right foreground and on the right storage container) would help frame the shot up a bit and break up the even lighting. Keep going!
  • Blaisoid
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    Blaisoid polycounter lvl 7
    The smoke confuses me. did some folks climb up all the way to the top of those ruined skyscrapers and made campfires there?

    buildings themselves look really cool though, it would be nice to see closer shots of those meshes and their wireframes.
  • jackalope
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    jackalope polycounter lvl 11
    thanks for the thoughts guys.
    made those changes:

    Ggwg8.jpg



    Blaisoid: I modeled out this low detail mesh which i then duplicated a bunch to form interesting shapes. nothing too special really.

    62Kd2.jpg
  • benji
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    benji polycounter lvl 7
    This is beautiful! so much story and character :)
  • karatekodden
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    karatekodden polycounter lvl 7
    Nice work man! Im not so sure about the pinetrees thou. The top look almost chopped off, also the ladder looks a little bit too clean compare to the rest. I almost liked the composistion when u can see more whats inside the container, always interesting to see how people sleep and survive the night :) Would also be cool to add some more dramatic skydome, dark clouds, like a storm is on its way or just sweeped away. Keep up the good work!
  • MooseCommander
    I'd love to see the texture sheets you've got, especially for the skyscraper. All in all you've got great lighting and great textures in here. Super impressed.
  • jackalope
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    jackalope polycounter lvl 11
    all finished, hopefully
    32enf.jpg


    ill post some textures later today.
  • matthewjvia
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    matthewjvia polycounter lvl 13
    When I first looked at the final image I thought something seemed odd. I think it's your sky. The clouds are backlit from the direction of the city, but your sunlight is coming from the other direction.
  • jackalope
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    jackalope polycounter lvl 11
    thanks for pointing that out
    edit: ended up changing the sky texture.
    nL8sj.jpg
  • Thegodzero
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    Thegodzero polycounter lvl 18
    Looking good, You need to tone down the shadows intensity, its clashing with the sky/cloud cover. Bumping up the AO would also help.
  • SnaFuBAR
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    might want to do something with the crossbow. as it is, it almost completely blends into the ground. it's at the edge of the backpack, and doesn't break the line of the container or anything else to contrast and make it pop. everything else is looking sweet, imo.
  • Lonewolf
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    Lonewolf polycounter lvl 18
  • respawnrt
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    respawnrt polycounter lvl 8
    Nice dude, totally reminds of the first intro of HL2:EP2 haha
  • aajohnny
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    aajohnny polycounter lvl 13
    Love it! you captured the mood really well :)
  • tristamus
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    tristamus polycounter lvl 9
    Wow, excellent scene!

    I'm curious, are those pants actually modeled out, or are they just an image plane? I'm assuming image plane, but, you've pulled the illusion off quite well. It's just a nit pick observation and curiosity ;)
  • SirCalalot
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    SirCalalot polycounter lvl 10
    I'm really loving this.
    It's always great to see a scene that tells a story :)
  • jackalope
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    jackalope polycounter lvl 11
    Ok, softened the lighting/shadows. moved the crossbow and adjusted its material.
    I think I am going to call it done now. thank you everyone for your input. It was a big help.

    YcbMC.jpg

    Edit:
    tristamus, you are right the pants are image planes. With a little geo to push the shapes a bit.
  • rambooze
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    rambooze polycounter lvl 7
    Very nice dude! You definitely conveyed the atmosphere! I love the puddle :)
  • Iciban
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    Iciban polycounter lvl 10
    i dont' think the flowers go well with the scene. arent u going with more like a apocalypse style? In my opinion i think plants should be more dead or dried up. Like a bit leaning on the dead side.
    Love the scene tho. keep it up!
  • GabrielP
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    GabrielP polycounter lvl 7
    Great work on this, really fantastic.
  • jackalope
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    jackalope polycounter lvl 11
    Thank's for all the support guys :)

    Iciban, I actually wanted to shy away from the dead look. I like color and I wanted to keep as much possible while still telling the story.

    I thought i would show some prop highlights/breakdowns since some people wanted to see that.

    pineAndGrass.jpg

    tkVPR.jpg

    branchColor.jpg

    branchNormal.jpg

    grassColor.jpg

    cargoContainer.jpg

    cargoContainer2.jpg

    cargoContainerTexture.jpg



    Let me know if you want to see anything else.

    Also shameless begging time: I am currently looking for employment so if you can help me out let me know :poly136: :thumbup:
  • Samfisher84
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    Samfisher84 polycounter lvl 9
    wow the progress is amazing, realy nice finish
  • Mio
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    Mio polycounter lvl 13
    the progress looks great and the final scene is amazing!

    love it!
  • jackalope
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    jackalope polycounter lvl 11
    Micro update:
    I feel like I am spamming, so I apologize for that. But I had a few suggestions given to me and I just wanted to make sure I had the latest version here before I laid this project to rest.

    Added scorching to the rocks by the campfire. Placed more grass down to make objects look less isolated and floaty.

    d8bIj.jpg
  • Exversion
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    I really like this.

    The only thing I thought of when I saw it was how there is blue sky over the city yet the rest of the sky and even up to the trees looks as tho it's smokey.

    Was wondering if blue sky to the right of the image would portray the destruction of the city a little more with more smoke/cloud cover around the broken buildings in the background.
  • Tom Pritchard
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    Also, the base of the grass on the left is quite obvious, other than that, it looks great!
  • cw
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    cw polycounter lvl 17
    nice development!

    would it be ok for me to paintover, just for fun?
  • jackalope
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    jackalope polycounter lvl 11
    thanks for your thoughts guys. every time I think I am done there is more stuff to do :P
    cw: you are welcome to do a paint over. I don't know how much I will change if your suggestions are drastic, I really am trying to get to work on my new project.
  • SirCalalot
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    SirCalalot polycounter lvl 10
    Spam all you like @jackalope, this looks great!
  • jackalope
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    jackalope polycounter lvl 11
    Continued thanks to everyone for their input.
    Changed the sky and fixed the grass.

    mINYP.jpg
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