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Abandoned Warehouse Environment

Hey Polypeople,

Here's a small scene I've been working to teach myself environment art and game art in general. It's my second Level, technically my first fully Uv mapped, modelled and textured level. Really need some crits & tips.

Let me know what you think :)

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  • sybrix
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    sybrix polycounter lvl 13
    Looks nice!

    I'm not getting "abandoned" from this scene though. Right now it's coming off as a grungy workspace that's currently being used as an employee break room or something. For it to be "abandoned", I would expect junk everywhere and the place to be in complete disrepair with peeling paint, rubble, trash, graffiti, etc.
  • Arron
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    This is a good point. I'll spend some time creating smaller props and giving the scene a bit more life and story. Thanks for the feedback!
  • Add3r
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    Add3r polycounter lvl 11
    Definitely with Sybrix on this one. Other than that, I also see a lot of very visible seams in either the diffuse or normal (or both) in a lot of your textures/UVs. On the wall there is a long horizontal seams that runs along, possibly a misalignment or a stray line of pixels in your tiling textures. There is also visible light seams in your chair as well. This could be multiple things, some being either a visible light to dark change on the spec or normal map, or you hardened your UV Edges when baking down (If you did bake). Just some thoughts!

    Some of the ways I can go back and fix seams like that is lowering the amount of normal on the UV edges by using the blur tool or paint brush within photoshop, or rebaking and making sure the normals line up. Just two of the many many ways of going about fixing the issue (some avoid the normal map tweak like the plague, saying its cheating, but it works for me, and it gives me almost the exact same end result). I say only blur or paint over on props, or other minor assets, as you want as clean of a bake as you can get on hero props and items pretty close to the screen.
  • Arron
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    Add3r wrote: »
    Definitely with Sybrix on this one. Other than that, I also see a lot of very visible seams in either the diffuse or normal (or both) in a lot of your textures/UVs. On the wall there is a long horizontal seams that runs along, possibly a misalignment or a stray line of pixels in your tiling textures. There is also visible light seams in your chair as well. This could be multiple things, some being either a visible light to dark change on the spec or normal map, or you hardened your UV Edges when baking down (If you did bake). Just some thoughts!

    Some of the ways I can go back and fix seams like that is lowering the amount of normal on the UV edges by using the blur tool or paint brush within photoshop, or rebaking and making sure the normals line up. Just two of the many many ways of going about fixing the issue (some avoid the normal map tweak like the plague, saying its cheating, but it works for me, and it gives me almost the exact same end result). I say only blur or paint over on props, or other minor assets, as you want as clean of a bake as you can get on hero props and items pretty close to the screen.

    Hey Add3r! Is the seam on the wall you refer to the blue line? I think its a stray line of pixels if so, I will get that cleaned up :).

    As for the chair I think its just the odd shape of the mesh that looks off in this lighting, also I may have left it as a hard edge as you say.I'll do some cleaning up and look out for any more seams.

    Thanks for the crits! Helps a lot.
  • Arron
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    Made some tweaks to the level based on feedback. :) Still have other work to do but so far :


    Tweaked the lighting, added an orange/yellow light to contrast with the blue lighting to help make the shadows more interesting. Also changed the position of the lights to define the source better and introduce more shadows and depth. Trying to make it look more like natural light and less like a studio/artificial light.

    Tweaked the barrel spec.
    Tweaked the plastic chairs spec.
    Tweaked the Medbox spec.
    Tweaked the Shelf spec.
    Tweaked the Sign spec & added bump map.
    Tweaked the can of beans.

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  • fragfest2012
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    Getting better, but to really sell abandoned, I would expect there to be broken pieces of the wall, rubble and trash all over the ground, maybe some papers strewn about (use a decal or two for that), and just generally more destruction to the environment.
  • Arron
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    Getting better, but to really sell abandoned, I would expect there to be broken pieces of the wall, rubble and trash all over the ground, maybe some papers strewn about (use a decal or two for that), and just generally more destruction to the environment.


    Thanks for the feedback! That's definitely next on the to-do list. :)
  • Arron
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    Back with some updates! Made some changes to the lighting, and added a window in the background to help give the room more interest and better lighting to work with.

    I'm about ready to move on to something new and get this one in the portfolio so I can apply for jobs. Any crits would really help me out.

    Let me know what you think! :)

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  • pixelpatron
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    pixelpatron polycounter
    The blue line intersecting halfway on the bricks to the left is really throwing this off for me, I prefer your treatment of the bricks on the right side in your first image, (the paint color change is separated by the mortar.)

    images?q=tbn:ANd9GcR1yk7SPi7hx0Og1oqmRIrWlyb_Itr7w5AahfYuDiCtkUpKNDmo

    I wouldn't mind you tackling this direction either, it'd give your scene a more abandoned/lived in/worn feel, your brick work is nice, but doesn't sell the vibe your going for. Plus this would just be more fun/challenging to zbrush then dinging up rectangle.

    3069883-750455-background-with-old-white-painted-brick-wall.jpg
  • Arron
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    The blue line intersecting halfway on the bricks to the left is really throwing this off for me, I prefer your treatment of the bricks on the right side in your first image, (the paint color change is separated by the mortar.)

    images?q=tbn:ANd9GcR1yk7SPi7hx0Og1oqmRIrWlyb_Itr7w5AahfYuDiCtkUpKNDmo

    I wouldn't mind you tackling this direction either, it'd give your scene a more abandoned/lived in/worn feel, your brick work is nice, but doesn't sell the vibe your going for. Plus this would just be more fun/challenging to zbrush then dinging up rectangle.

    3069883-750455-background-with-old-white-painted-brick-wall.jpg

    Ohhh yeah well spotted, thanks for pointing that out. I definitely wouldn't mind re-working the walls all together tbh, it was the first thing I made and they could do with being re-made now really. Cheers for the feedback. :)
  • Dagon
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    Dagon polygon
    To be honest right now it hardly sells the "abandoned" theme you need to tell a story about the scene like what happened? Why was it neglected etc. At the moment it looks like the place hasn't had a janitor for awhile. But that's it, to really sell the abandoned look you need to do a few things.

    1. Knock one or both chairs over they are placed way too neatly (Nothing in an abandoned building is placed neatly unless it's been completely untouched since it was abandoned depending on what happened though (if the warehouse just closed down it wouldn't have chairs thrown about, unlike an earthquake, war etc) Also add some damage to the chairs "rats would come in tearing stuff up"

    2. Like it was mentioned before about paper on the floor. Perhaps add some tools a wrench or two with a tool box on the floor etc. If it's a mechanical warehouse add some tires and rims.

    3. Some of those boxes should be on the floor maybe even opened and worn quite a bit. same with the bottles from what I can see both of them are upright which they shouldn't be.

    4. In general things are too neat it's almost there though. Just imagine what happened to the room when it was abandoned, Even the metal shelf against the wall perhaps have the middle section fallen on one side. that could also explain boxes on the floor, remember that furniture starts to deteriorate rather fast with no one around. Good luck I hope this C&C helped you ;)

    Take some inspiration from this - http://2.bp.blogspot.com/_Kc2MAmhAGFk/S706-GwyERI/AAAAAAAAAdI/nT12ma4W5Kk/s1600/DSC01724.JPG
  • Shrike
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    Shrike interpolator
    Looks nice so far

    The blue of the chair stands out too much tho and looks unnatural
  • Arron
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    Dagon wrote: »
    To be honest right now it hardly sells the "abandoned" theme you need to tell a story about the scene like what happened? Why was it neglected etc. At the moment it looks like the place hasn't had a janitor for awhile. But that's it, to really sell the abandoned look you need to do a few things.

    1. Knock one or both chairs over they are placed way too neatly (Nothing in an abandoned building is placed neatly unless it's been completely untouched since it was abandoned depending on what happened though (if the warehouse just closed down it wouldn't have chairs thrown about, unlike an earthquake, war etc) Also add some damage to the chairs "rats would come in tearing stuff up"

    2. Like it was mentioned before about paper on the floor. Perhaps add some tools a wrench or two with a tool box on the floor etc. If it's a mechanical warehouse add some tires and rims.

    3. Some of those boxes should be on the floor maybe even opened and worn quite a bit. same with the bottles from what I can see both of them are upright which they shouldn't be.

    4. In general things are too neat it's almost there though. Just imagine what happened to the room when it was abandoned, Even the metal shelf against the wall perhaps have the middle section fallen on one side. that could also explain boxes on the floor, remember that furniture starts to deteriorate rather fast with no one around. Good luck I hope this C&C helped you ;)

    Take some inspiration from this - http://2.bp.blogspot.com/_Kc2MAmhAGFk/S706-GwyERI/AAAAAAAAAdI/nT12ma4W5Kk/s1600/DSC01724.JPG

    Thanks for the c&c man that was really helpful. I think the title "abandoned" was probably ill thought out for this one, I was thinking more recently abandoned and then occupied for a couple of days by people seeking shelter. So according to my reference and timeline it wouldn't have been all that decayed. Having said that it didn't leave me much to play with in terms of story/props so yeah, I think you're right I should probably tear sh!t up a bit more just to add some more interest and more exaggeration. :)
  • Arron
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    Shrike wrote: »
    Looks nice so far

    The blue of the chair stands out too much tho and looks unnatural

    Cheers!I did actually plan on having an office behind but changed my mind so I guess it does look a bit out of context now that you mention it.
  • JustGarry
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    JustGarry polycounter lvl 4
    Graffiti dotted around will help sell the abandoned idea more, and break up your walls at the same time.

    This is looking good though, I particularly like the texture on the oil barrell, nicely rusted up :)
  • Arron
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    JustGarry wrote: »
    Graffiti dotted around will help sell the abandoned idea more, and break up your walls at the same time.

    This is looking good though, I particularly like the texture on the oil barrell, nicely rusted up :)

    Yeah, I did try that I had some weird issues with the decals for some reason. Might give it another go, glad you like it though cheers for the feedback :)
  • electricsheep
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    electricsheep polycounter lvl 7
    This is looking pretty good so far!

    The scene could do with a little foliage perhaps? Maybe some weed or moss growing in the nooks and crannies. Also the following link has some excellent references for the style you're trying to achieve.

    http://www.reddit.com/r/abandonedporn
  • Arron
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    This is looking pretty good so far!

    The scene could do with a little foliage perhaps? Maybe some weed or moss growing in the nooks and crannies. Also the following link has some excellent references for the style you're trying to achieve.

    http://www.reddit.com/r/abandonedporn

    Ahh nice link,thanks! Yeah, I think a little green will help break the scene up a little actually, maybe with some leaking water or something. I'll see what I can do!

    I came across this earlier to which you might like:
    http://myscienceacademy.org/2013/04/14/the-33-most-beautiful-abandoned-places-in-the-world/
  • Eminor
  • Gmanx
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    Gmanx polycounter lvl 19
    I'd suggest looking at the doorframe and how it meets the brickwork. A regular doorframe in a brick wall will have a lintel on top, to span the gap.

    23%20-%20graffiti%20door%20in%20brick%20wall.jpg

    The brickwork either side would normally terminate in half-bricks too.

    Small points, but that's what really hits me first with this scene.
  • Arron
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    Eminor wrote: »
    Nice Work.

    Thanks! :)
    Gmanx wrote: »
    I'd suggest looking at the doorframe and how it meets the brickwork. A regular doorframe in a brick wall will have a lintel on top, to span the gap.


    The brickwork either side would normally terminate in half-bricks too.

    Small points, but that's what really hits me first with this scene.

    Ahh yeah, good point. I'll keep that in mind for the next one. Thanks for the feedback!
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