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[UDK] WIP Destroyed House-small env.(big pics)

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polycounter lvl 8
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Boyo polycounter lvl 8
Hi guys,

Here is a small WIP environment work, based on a photo I found on AbandonedPorn.com.
I wanted to make a small piece, with a focus on textures and lighting, and trying to keep dynamism of composition.

Last Update :

56.jpg

58.jpg


Plaster Tut p.3!

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  • locater16
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    locater16 polycounter lvl 8
    Fantastic work so far! What on earth is the polycount of this scene? It looks huge, and I keep trying to find the seems and etc. but I can't. Awesome work!
  • leleuxart
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    leleuxart polycounter lvl 10
    The first few screenshots are a little confusing at first. The camera is really close in all of them, but once I got to the last shot and the paintover, it started reading better.

    The paintover is looking nice. I'd consider adding some moss/ivy on the walls too. Depending on how high we are in the house, we might see some rubble on the ground through the window too. I definitely prefer the lighting setup in the paintover.
  • tottot
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    tottot polycounter lvl 10
    That layered/splintered wood texture looks great, Id love to see just that texture. I agree, the paint over is the best presentation out of the lot.
  • DWalker
    The missing plaster over the bricks seems pixilated, following the shape of the bricks too closely. When plaster flakes off, it tends to occur along natural faults, and rough edges are smoothed over time. Also, plaster over bricks is often quite thick.


    6889507648_1b35cba9bf_z.jpg

    depositphotos_1078699-Structure-of-old-bricks.jpg
  • Blaisoid
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    Blaisoid polycounter lvl 7
    very nice, all that stuff feels like it really was pushed down by gravity and decay, rather than being placed there.

    i hope that current doors are placeholders and that you will make proper doors like ones on the photo.
  • Boyo
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    Boyo polycounter lvl 8
    Hi guys,

    Thanks a lot for all your feedbacks.

    Locater 16 : Thanks! Concerning polycount, there's nothing incredible, actually. The scene is 17000 tris. It can be optimized a lot, of course, and there is some extra geometry for blending. I must admit i didn't paid too much attention in the first place, though. Here is the wireframe :

    Wire.jpg

    Leleuxtart : You're right, the firsts screens are confusing... i'll clean this post maybe... I'd like to blend some moss, and add some wetness too.

    tottot : Here are some textures, the plaster isn't satisfying right now so i don't show it, and the wood on the beams is still a placeholder... It was all made in Zbrush, in 2.5D :

    text_01.jpg

    text_02.jpg

    text_03.jpg

    text_04.jpg

    DWalker : Yes your right, bad blend setting, i'll fix this!

    Blaisoid : Thank you! And yes, the doors are placeholder.
  • MeshModeler
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    MeshModeler polycounter lvl 11
    Those wood textures.... are incredible.

    What was your process?
    im assuming you sculpted a few subtools individually and then stamped them on a plane in zbrush, i could be wrong..
  • Boyo
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    Boyo polycounter lvl 8
    Exactly, I first sculpted elements individually, composed them on a document, grabbed textures (normal map, AO, custom mat, etc), and composed them in Photoshop. It's mostly what the amazing naughty dogs guys have explained, especially the tutorial written by Bradford Smith in the "Vertex" bible.
  • locater16
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    locater16 polycounter lvl 8
    Wow, I'd been expecting that pile of debris to be the usual mound shape, but like I said I just couldn't find it from the screenshots. Great work on the texture for it.
  • Kbrom12
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    Kbrom12 polycounter lvl 8
    omg tutorial for that wood plz...very well done
  • leleuxart
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    leleuxart polycounter lvl 10
    Those textures are amazing! There's so much depth in the brick texture, I never even noticed it in the actual scene. Looking forward to more
  • Clark Coots
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    Clark Coots polycounter lvl 12
    dude... I did not know about that Vertex pdf by Naught Dog, just downloaded, amazing! your texture work looks great and I agree that the last paint over image has a lot of good things working for it.
  • Chase
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    Chase polycounter lvl 9
    Love love love the textures. I second a video tutorial
  • David Wakelin
    Chase wrote: »
    Love love love the textures. I second a video tutorial

    Third!!!
  • David Wakelin
    Boyo wrote: »
    Exactly, I first sculpted elements individually, composed them on a document, grabbed textures (normal map, AO, custom mat, etc), and composed them in Photoshop. It's mostly what the amazing naughty dogs guys have explained, especially the tutorial written by Bradford Smith in the "Vertex" bible.

    Where can i pick up this vertex bible!?
  • Boyo
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    Boyo polycounter lvl 8
    Hey, you can find all details here.

    http://www.polycount.com/forum/showthread.php?t=104752

    It's a great project, a ressource and tuto compendium from many many artists (and a Frenchie :) )
  • Razorb
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    Razorb polycounter lvl 15
    Stunning wood textures! :D
  • funkdelic
    Wow Boyo ... how long did it take to make each one of those textures?
  • Boyo
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    Boyo polycounter lvl 8
    Hi!

    Thanks for comments !

    Funkdelix : It takes a few hour, i don't know how much exactly, maybe 3 let's say. It still needs work though.
    The brick texture was quicker, but I think i'll make another one...

    Another update, started to work on vegetation! Next step : grass, ground and a few other plants.

    I'll also clean the first post.

    11.jpg

    12.jpg
  • Boyo
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    Boyo polycounter lvl 8
    Here is another paint-over :

    Target2.jpg
  • Boyo
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    Boyo polycounter lvl 8
    Hi!

    I keep working on this scene, another update.

    Textures for the ground :

    text_05.jpg

    text_06.jpg

    14.jpg
  • leleuxart
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    leleuxart polycounter lvl 10
    Lookin' nice! Was the new rock texture done in ZBrush? The only thing that's standing out right now is how you blended the two textures. Is this vertex painting? You can give the brush an image(in the material) that basically acts almost like a mask or textured brush, depending on the image.

    Also, a good variety of foliage will really help- some weeds and small trees(like you have in the paint over). The warm lighting in the paint over looks good with the green plants.
  • Boyo
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    Boyo polycounter lvl 8
    Thanks!

    Rock and mud were made in ZBrush, I use the same process for all textures.
    I have a depth map set in the blend material, but maybe it's too soft, i'll work on this, and more foliage.
  • Boyo
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    Boyo polycounter lvl 8
    Hi!

    I re-worked the plaster texture :

    text_07.jpg

    text_08.jpg

    16.jpg
  • Boyo
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    Boyo polycounter lvl 8
    Hi guys!

    After a little break, I started working again on this micro scene.
    I decided to continue with the Cry engine 3. Right now, i just transfered assets and textures, and played with water, material and lights/postproc.

    I need to bring the blends back, and continue :)

    19.jpg

    20.jpg

    21.jpg
  • Alphavader
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    Alphavader polycounter lvl 11
    Wow soo great - nice texturework .-
    could you give us a bit more breakdown of the vegetations and textures ?
    Is the scene in a vis area ?

    /suscribed!
  • leleuxart
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    leleuxart polycounter lvl 10
    I'm glad you're continuing this and putting it in CryEngine. I just started learning it myself a few months ago and it's quickly becoming my favorite engine. Although, I do miss the easy material blends...

    Not sure how much work you've put into the water, but right now it's looking very foggy. The last shot looked pretty good because the reflections were more noticeable. If the water has been stagnant for awhile, I think it would be darker and more dense, and if it really is stagnant, then stronger reflections.

    And to copy Alphavader, is it in a VisArea?
  • Boyo
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    Boyo polycounter lvl 8
    Hi, thanks!!

    Alphavader : Ok for the breakdown, i'll try to do this asap.

    leleuxart : I didn't worked that much on the water. Anyway, thanks for the feedback, you are right.
    And no, it's not a VisArea, I tried both with and without, I have more control in this setup, i think.

    I have a question : when I try to open the map, i have an error message "files could be corrupted". A previous test map had the same issue. Now I can open it, but the actual scene won't... Do you have any clue?
    Crydev site is down so i can't find any explanation...
  • leleuxart
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    leleuxart polycounter lvl 10
    Boyo wrote: »
    I have a question : when I try to open the map, i have an error message "files could be corrupted". A previous test map had the same issue. Now I can open it, but the actual scene won't... Do you have any clue?
    Crydev site is down so i can't find any explanation...

    It's because Crytek's servers have been down. The engine connection issue has seemed to come and go during the downtime. I actually just had that problem earlier this morning too, although the sites have been down for about a week.
  • Boyo
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    Boyo polycounter lvl 8
    Ouch, so it's totally random... nice. :(

    thank you!
  • Boyo
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    Boyo polycounter lvl 8
    Hi,
    Next Update :
    Tried to improve waters
    worked ont the walls (new plaster, AGAIN, added decals, moss, colors variations).
    improved lighting.

    Next Step :
    adding missing assets, more decals and integration, improving the woods.

    Thank you!!

    25.jpg
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    hmmm nice knid of prefered the old chunkier plaster texture, mix that in with the newer decaling and it would be ace
  • AlanSMitchell
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    AlanSMitchell polycounter lvl 14
    Woah Amazing Textures.
  • Thaurdol
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    Thaurdol polycounter lvl 7
    Very impressive and inspirational :)
  • Kuki
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    Kuki polycounter lvl 8
    DAT plaster :D, any chance of a breakdown on how you did it?

    Amazing stuff
  • [HP]
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    [HP] polycounter lvl 13
    Some really sexy scene here! I love that mud floor and the vegetation material! Although right now, the leafs and grass are definitely overbright.
  • Boyo
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    Boyo polycounter lvl 8
    Thanks for the feedbacks!

    Sheipeiro : Thanks ! I tried with the older plaster with decals. It does not really work that good. I'll try to adapt decals, tweak the diffuse, maybe.

    Dudealan2001, Thaurdol and Kuki : Thank you! I will definitely do a breakdown, one day, soon, hem hem :D

    HP : Thanks a lot!! I'll tweak the leaf and grass, u're right.

    Anyway, quick update : new materials (the blend between bricks and plaster is bad, right now...), lighting update, and i played around with tessellation and parrallax.
    Yop!

    27.jpg

    28.jpg
  • [HP]
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    [HP] polycounter lvl 13
    Another thing, your grass are just two planes in X being clipped, don't be afraid to make it more high poly, the costs for it are almost nothing and it makes all the difference and it helps with the "spiked" look you're getting now. Subdivide the planes a little bit, add a twist and bend modifier and change their geo, it makes world of diference when you give them a little bit of love like that.

    Also grass growing out of mud looks weird, first grass would never grow there, second the bright/dark sudden contrasty stands out like a sore thumb. it would help to add a little "skirt" around your patches of grass so it blends with a "J" shape instead of just clipping right through the ground.
  • looprix
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    looprix polycounter lvl 8
    This scene looks amazing!! Keep up the awesome texturing. The only thing I can think of is where the grass meets the brown mud - it is kind of harsh. Maybe you could add some green tint or moss around the grass?
  • Boyo
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    Boyo polycounter lvl 8
    [HP] : Thanks! Incredibly useful feedbacks, I'll definitly re-work vegetation.
    looprix : thank you :) I think i'll remove most of the grass, and keep it around the windows. Maybe add some debris, and grass in those spots.
  • Fnitrox
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    Fnitrox polycounter lvl 6
    Looking pretty sweet!

    the scene came a long way since its first iteration!
  • Boyo
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    Boyo polycounter lvl 8
    Hi another update!

    New windows! And work on the ground.

    I did not worked on the grass yet, it'll be the next step.

    Thank you!

    36.jpg

    37.jpg

    40.jpg
  • Boyo
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    Boyo polycounter lvl 8
    And another one.

    52.jpg

    54.jpg
  • AbKI
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    AbKI polycounter lvl 6
    Nice! Looks a lot more muted and natural now, awesome stuff.
  • JamieRIOT
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    JamieRIOT polycounter lvl 6
    The lastest update is looking really nice. Maybe get a stronger sense of contrast in there, with the part closest to the camera in the last shot darker, with stonger sunlight streaming in from the windows and broken parts of the roof.
  • Boyo
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    Boyo polycounter lvl 8
    AbKi and JamieRIOT : thanks! I'll try to work on contrast, and light gradient, but later, right now i spent to much time on tweaking over and over, I need to finish this, before I lost all my motivation ^^
  • mbischof
  • MeshModeler
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    MeshModeler polycounter lvl 11
    breeaaakkddoowwwnnn ;)
  • Chandler
    Very nice dude, your texture work is inspiring. I second the god rays idea.
  • Grindigo
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    Grindigo polycounter lvl 6
    Boyo wrote: »
    Exactly, I first sculpted elements individually, composed them on a document, grabbed textures (normal map, AO, custom mat, etc), and composed them in Photoshop. It's mostly what the amazing naughty dogs guys have explained, especially the tutorial written by Bradford Smith in the "Vertex" bible.

    @Boyo

    I usually get nasty seams around the edges when I do ZGrab, I hope you know what I mean by it, if you had this problem was there any particular setting to get rid of it? Whenever I got this seam I would fix it in Photoshop but it always consumes time.
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