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port village (environment)

polycounter lvl 16
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elementrix polycounter lvl 16
ok, This is my first post here on polycount, I'm 16 years old and now moddeling for 2 years, And I think this is my first model "worth" showing here, and I need to know what you guy's think of it.

The max texturesize used is 128x128, there are 33 textures but most are smaller then 128x128.

http://img143.imageshack.us/img143/6993/devonportfinal1yf9.jpg
http://img252.imageshack.us/img252/7154/devonportfinal3zw2.jpg
http://img338.imageshack.us/img338/7916/devonportfinal4do4.jpg
http://img443.imageshack.us/img443/4561/devonportfinal5vy3.jpg

and some nighttime screens:

http://img172.imageshack.us/img172/4696/devonportnight1ce5.jpg
http://img509.imageshack.us/img509/1671/devonportnight2pm5.jpg
http://img299.imageshack.us/img299/3839/devonportgallery1ub0.jpg

The water is just a placeholder and will be replaced by a watershader when It becomes available in my engine. Also the floor of the sea will be removed(you can see some weird lightmapping in the first screen) because the shader will fade when it get's deeper.

EDIT: huh why don't the images work?

Replies

  • Target_Renegade
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    Target_Renegade polycounter lvl 11
    Looks promising, kinda cartoony if thats what you're after. worked if i pasted the link in...
  • elementrix
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    elementrix polycounter lvl 16
    yes I am shooting for a little cartoony, and changed the images into links.
  • MoP
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    MoP polycounter lvl 18
    Very good for a 16-year-old. Your modelling looks fine, but your textures seem a little flat and boring ... the whole scene is very desaturated and monochrome, if you are going for a little bit of a cartoony look I'd definitely push the saturation and contrast of the textures to make it all look a bit brighter and more interesting.

    Keep it up!
  • steady
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    steady polycounter lvl 18
    also be sure that the crates and barrels don't go through the side walk
    looks good keep goin smile.gif
  • TheFrog4u
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    TheFrog4u polycounter lvl 10
    looking realy good.. is this going to be a map? If yes, which game?
  • Tumerboy
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    Tumerboy polycounter lvl 17
    nice scene.

    I agree if you want cartoony, bump up the saturation. You'll also want to sharpen up your textures a bit. I think you would benefit from reading through the crits that were given about the western Marshal's office a little bit ago:

    http://boards.polycount.net/showflat.php?Cat=0&Number=265163&an=0&page=1#Post265163
  • Murdoc
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    Murdoc polycounter lvl 11
    Yeah what MoP said about the textures, but if you really want to push it further, try doing the same to the model them selves. Create rounder edges, thicker/bolder shapes(like say with the frame work on windows/houses, uneveness in the dock planks... basically avoid straight lines, perfect example is in the dock poles, try to wonk them out slightly, in the walls as well, the tops of the roof, barrels, etc...

    Really good start and not horrific lighting(like a lot of starters) so just need to take it in a direction.
  • elementrix
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    elementrix polycounter lvl 16
    [ QUOTE ]
    Yeah what MoP said about the textures, but if you really want to push it further, try doing the same to the model them selves. Create rounder edges, thicker/bolder shapes(like say with the frame work on windows/houses, uneveness in the dock planks... basically avoid straight lines, perfect example is in the dock poles, try to wonk them out slightly, in the walls as well, the tops of the roof, barrels, etc...

    Really good start and not horrific lighting(like a lot of starters) so just need to take it in a direction.

    [/ QUOTE ]

    I only want very little cartoony influence, but I'll see if I can make it a little more dirty/broken/rounder, I don't want very bright and hard colors.

    [ QUOTE ]
    looking realy good.. is this going to be a map? If yes, which game?

    [/ QUOTE ]

    It's for my personal project/hobby game named El Ementrix
  • uk_resistant
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    uk_resistant polycounter lvl 17
    might i suggest some variation on the textures. how come you have used 128* textures by the way? if you didnt want to bump out the texture count, a trick i like to use is tohave some vertex colour in areas just add some hues in there and randomise it up a bit.
  • spideyscott
    the modelling looks good and i agree with whats been said already. I have learned a lot about texturing and modelling since i started posting on here. Keep up the work and hope to see more updates on the changes you have made.
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