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WIP - Slums Environment

Hello polycount, its my first topic here. Im open for any tips, and critique.


So here we go refence images.
mJZN9CM.jpg

Clay models.
k6vR8zk.jpg

w/o human who is here just for refernce height(180 cm) whole scene is 4198 triangles.

Base textures, still lot to do, mostly in specular(just desaturated diffuse, nothing more there). But i need to change or fix some issues in albedo as well.

Normal maps here, are converted from photo, nothing fancy here.

wCmfrNd.jpg
Nyd1vzx.png
EEiodjY.jpg
7pw2HM9.jpg
vipnDiu.jpg
Phe1Ot7.jpg

Still need to dirt it up as you can see.
I hope i can post some more my work here, helpfully with your comments i may achive something whereof i will be pride, and also i could add as front of my portfolio.
https://www.behance.net/KozlowskiMateusz

Replies

  • robochrish
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    robochrish polycounter lvl 9
    This is looking like a good start.
    I think that there are too many straight edges going on though.
    If you spend a few more polys you will be able to add more denting to the roofs and walls.

    I'm looking forward to seeing what you do with this scene though ^_^
  • pangarang
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    pangarang polycounter lvl 11
    You're building pieces without gray-blocking a set layout, or breaking down down what kind of props, textures and shaders you'll need before cracking open your 3D software. Or maybe you have?

    Anyway, plan before play is all I'm saying. Starting off your modeling using reference pictures is generally not enough (unless you're a season pro with serious experience under your belt, but even then).

    What you've got looks good so far though!
  • getrag
    rnYE46Z.jpg
    dfKIt8G.jpg
    O9UDXbE.jpg
    YHnWzZt.jpg

    Sorry that i havent update for long time but i was kinda busy :)

    @Pangarang: Yep it was my mistake, and i still dont know what i will end up with, next time i will make it better, and smarter.

    @robochrish: i know theres too many straight edges i will work on it, thanks for advice.

    Overall conclussion, here you can see pure diffuce, w/o spec/normal i make another set of buildings, then smaller details, and i hope i will work on spec/normal.

    Still need to dirt it up ;)
  • getrag
    Ok small update:
    - 12 662 tri for 19 slums
    - fixed major diffuse problems


    There`s no spec/normal map yet, probably i will add it in next update.

    orO9pVZ.jpg
    UR026t8.jpg
    XPDLOOC.jpg
    nRCCeP2.jpg
    qgkodYF.jpg

    Comment it to help me make it better.
  • getrag
    Small up
    - 13 960 tri for all


    zKqCgpW.jpg
    bYfZrdZ.jpg

    To Go:
    - need to model more small pieces of the scene
    - add lighting in renderer (now its only hdr)
    - fix specular, im not happy with that what i have for now
  • getrag
    tBzTuOq.jpg
    gjIrG9W.jpg
    ZUvgxCU.jpg
    PBwwAeW.jpg
    65zZ9uf.jpg
    5t1zOaC.jpg

    Traingle count: 21858
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