View Full Version : Baroque Mini-Env
Snefer
06-24-2012, 06:13 AM
Figured I might aswell post this in its on thread, making a small environment-shot, first out is this baroque clock which will be the centerpiece so to speak. Also made the small wall panel behind the clock, and right now im building the lowpoly for both of them.
http://torfrick.com/images/Clock.jpg
http://torfrick.com/Art/WIP/clock06.jpg
SaferDan
06-24-2012, 06:55 AM
Gah its so beautiful! I am excited to see how you tackle some of the low poly for that!
Macattackk
06-24-2012, 08:48 AM
lol if worked out more, this high poly scene looks to be something that could win a CGSociety award
ScudzAlmighty
06-24-2012, 10:05 AM
I think it needs some mountain-climbing mice scaling the side.
Selaznog
06-24-2012, 11:08 AM
Oh Tor Frick, y u so talented. Seriously nice work. How did you do the leaves and all those details? They seem too "clean" to have been done in a sculpting program. The only thing I don't like are the hands of the clock. They seem very blocky, but I'm sure that could be fixed with the right texture.
What other assets are you thinking of adding to this scene? Keep up the great work!
EDIT: This is the first time someone used chromatic aberration on these forums the right way. Usually it's very obvious, but I didn't even notice it on yours until looking very closely.
Snefer
06-24-2012, 12:18 PM
Selaznog: thanks : ) All the leaves etc are built in modo and placed there aswell, only modo for this one, no sculpting at all. This scene is gonna be really simple, so probably just this, a wall, floor, doorway and a window+ curtain, maybe a mirror aswell.
Baked it down:
http://torfrick.com/Art/WIP/clock07.jpg
SaferDan
06-24-2012, 12:26 PM
Mind.Blown! Can I maybe see wires? If you don't mind?
Selaznog
06-24-2012, 12:51 PM
Wow, great bake! Cant wait to see more
cptSwing
06-24-2012, 01:05 PM
That's your bake? wtf.
MystiqueX
06-24-2012, 04:27 PM
Gorgeous details! Would love to see some wires for the lowpoly.
urgaffel
06-24-2012, 04:49 PM
I demand a wireframe. How the fffff did you get so much detail into the bake? (it looks awesome, bra jobbat)
Seaseme
06-24-2012, 07:21 PM
I'm curious about his bake as well, but I'm guessing he just did a fabulous job on his low poly mesh which allowed him to get all of that detail out of his high res.
Looking great! Especially loving the wall and clock, aw hell. Loving all of it!
Snefer
06-25-2012, 12:46 AM
Thanks for the comments, the polycount is quite high for this piece, as you can tell by the silouette, there is just too many round pieces in this to make it look good without going up in polycount, right now its like 9k triangles or so, I could easily cut i down by quite alot, but then I start loosing the siouette of all the round pieces : ) Its not that roundness that gives the good bake though, I think its just the kind of details on the highpoly that transfers really well to a bake, plus my secret haxxxy baking!
rockstar6
06-25-2012, 03:39 AM
thats one kickass bake, really nice to see those details from the HP pop out. are you also going to show the uv-layout? And what the texture res. atm?
guhhh
06-25-2012, 03:59 AM
amazing details!!!! This is high poly right? Do you pretend to do LP ? Sweet
IchII3D
06-25-2012, 05:14 AM
Amazing work, absolutely love the style and detailing. If I was going to critic one thing it would be that because of all the detail is gets fairly noisy. If I was to put this in a scene I would look to relax the eye in some areas. A good way of doing this could possibly bleed some of those details out towards the middle.
* = noisy
| = clean/relaxing
Currently
*
*
*
|
Critic
*
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*
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Have you checked out Rococo?
https://www.google.co.uk/search?aq=f&sugexp=chrome,mod%3D7&q=Rococo&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=SFXoT5jiL5LU4QSAxe2mAQ&biw=1680&bih=965&sei=SlXoT5eyNMTf4QThju2fAQ
Snefer
06-25-2012, 05:41 AM
Rockstar6: the texture rez is at 2k*2k at the moment. But it doesnt have any texture yet really, its just the basic bakes. The UV-layout is nothing special really. Just a mirrored unwrap, but i will show textures later: )
Ichll3D: thanks, I made this after a reference of a baroque clock, and Im doing the whole scene in baroque style and not rococo, Rococo is just as noisy though, just not as nice looking imho :D So yeah, its a bit overly noisy as a single prop, but hopefully when part of a whole it will blend in a bit more and the surrounding areas in the image will let the eye rest. Also if I pull back the noisyness its not as baroque ^^
IchII3D
06-25-2012, 05:48 AM
Awesome, it looks stunning none the less. Its something I always try and have in the back of my mind when working on anything, looking at where my eye is drawn from the lines in the scene/prop and how relaxed my eyes are when looking over the scene/object. In a game your typical gamer wouldn't care, but its that subconscious detailing that makes things visually appealing even if the person looking at it doesn't understand why.
I'm excited to see what your final scene is going to turn out like! Can't wait!
Snefer
06-25-2012, 04:15 PM
made a quick wallpanel, needs more texture and shaderlove. Whoop. Forgot wireframes for clock, eh.
http://torfrick.com/Art/WIP/panel.jpg
Seaseme
06-25-2012, 04:27 PM
Fantastic texturing.
moose
06-25-2012, 09:17 PM
pretty!
clock is a little noisy in the spec, maybe reduce spec brightness on some of the hotter edges to lessen alias noise? little more AO in spec too maybe?
one of the few exceptions where loads of details doesn't look shit. great job, really liking the colors as well.
Snefer
06-26-2012, 12:44 AM
moose: thanks : )) Yeah, it doesnt have a specular map at all yet, just slapped the diffuse placeholder on there and multiplied it up a bit, aswell as cubemap, so its really contrasty and wierd atm : D Not sure how dusty and worn feel im going to go for the clock yet though, or if it will still be shiny in places.
danpaz3d
06-26-2012, 12:50 AM
Agreed, looks great so far. Especially the base of the clock with the sheep/ram heads and roses. Can't wait to see it textured. I'd go with dark wood and gold trim. Keep it up!
Macattackk
06-26-2012, 09:26 AM
It bothers me how the paint chips on the panel arent really localized. You can see peel lines travel over the bumps in the panel, I feel like they wouldnt continue like that since it's over a non flat surface.
gsokol
06-26-2012, 10:30 AM
Cool, I dig the details on the clock.
The wallpanel kinda throws me off a bit right now. I realize that you still have work to do on it, so I might be beating a dead horse, but like Macattackk said, its obvious that you just multiplied the grunge on top. I like the detail that it adds but its just a little strong and all over the place at the minute...its really burying the awesome flower details in the corners.
For the images in your first post, how are you rendering those? It gives the scene a really "antique" look. Is that just a levels adjustment or..? I really like it.
Snefer
06-26-2012, 02:12 PM
Yeah, its just a very quick texture, will fix those things later ^^ And yes, its just some level adjustements : ))
Here is a quick blockout of what im kinda going for, basically all environment is placholder and blockout sofar, except clock and panels, which needs texturing. Lighting is also very boring atm, but im trying out some stuff for the wallpapers right now, trying to get the feel of the scene a bit.
http://torfrick.com/Art/WIP/clock08.jpg
SirCalalot
06-28-2012, 03:55 AM
Even at this fairly early stage of the scene your composition is really nice.
I love the abandoned and natural lighting.
Are you planning on having anything visible out of the window to the right?
SimonT
06-28-2012, 06:55 AM
i really like the wooden plate. the clock is awesome too :D
praetor187
06-28-2012, 07:25 AM
i really like the degraded look of the environment so far, I know your saying its just placeholder but i think you should take the current feel of the scene and really push it. Great work man keep it up.
Snefer
06-29-2012, 04:45 PM
SirCalalot: Just some fakery scene I guess, nothing special, the focus will be the room.
Playing around a bit more with it, need to fix a whole bunch of things about the walls : ))
http://torfrick.com/Art/WIP/clock10.jpg
Iciban
06-29-2012, 04:58 PM
hey just curious on how u did the wallpanel. Is all the detail by textures? or did you actually go and sculpted those parts
Snader
06-29-2012, 05:02 PM
How are you going to handle the wallpaper; in particular the curling bits?
Snefer
06-30-2012, 02:33 AM
Iciban: The flowers etc are built in modo, the peeled paint is made in photoshop : )
Snader: Well, like they are now, more or less, just some better texturing and shading. The latest shots I posted are from UDK : ))
SHEPEIRO
06-30-2012, 04:47 AM
nice looking forward to some awsome dust motes...it needs them like a baked potato needs butter
paulsvoboda
06-30-2012, 04:48 AM
Looks awesome so far! Really great job on the clock, came out excellent. Should be interesting to see what you do to fill out the environment. Do you have any ideas sort of floating around at the moment? Is it just going to be an run down standard house or are you planning on flushing out the architecture at all?
It may be interesting to let the design of the clock dictate the surrounding elements and architecture of the space.
Snefer
06-30-2012, 05:45 AM
shepeiro: thanks! yupp, thats the plan! hehe
paulsvoboda: thanks! Its not really going to be a standard run down house, since it will be baroque, but more of a baroque palace feel, but a very small scope, so not a grand hall or anything like that, just a quiet corner of a room in the palace, but still very rich in terms of decor and furniture etc. Well, the plan right now is to make the windowframe and the doorframe in detailed baroque style that fits with the woodpanels, and add some additional pieces of furniture. Maybe a mirror on the wall, maybe an overturned small table on the floor, lots of dirt and small debris and tiny rocks etc in the corners of the floor, breaking up the roof a bit to let some light come in from above, some basic foliage outside the window. Going for a very quiet and serene feel.
SHEPEIRO
06-30-2012, 09:21 AM
was looking through my shelves at home for something completely different and saw this book. thought it might be useful if you dont have it already
http://2.bp.blogspot.com/-oqPv76iLdhI/TX7b0zLKDxI/AAAAAAAAALE/tKfv6WH_fjc/s1600/img324.jpg
Snefer
07-01-2012, 06:53 AM
Woah, that looks awesome, thanks alot for the tip! I love stuff like urban exploration and abandoned buildings : )) (who doesnt)
cptSwing
07-01-2012, 09:29 AM
^ That book, while filled with nice pictures, relies on post-processing effects way too much.. and the pics are too small ;)
Snefer
07-01-2012, 11:13 AM
speedmodelling a mirror for the scene aswell. Have a bunch of things to add/fix on it, like the top piece, and more polished work around the edges. : ))
http://torfrick.com/Art/WIP/mirror1.jpg
Iciban
07-01-2012, 09:20 PM
i hav to ask. Is it easier to model in modo?
aajohnny
07-01-2012, 10:41 PM
To add on to nice references and photos check out flickr groups i'll link a few that you may wanna check out :)
http://www.flickr.com/groups/abandoned/
http://www.flickr.com/groups/47799877@N00/
http://www.flickr.com/groups/abandoned__neglected__weathered__rusty/
http://www.flickr.com/groups/urbanexploration/
I hope its of use!
InvertedVantage
07-01-2012, 11:27 PM
That is gorgeous! Great work, and high five for using modo too! :D
WarrenM
07-02-2012, 02:20 AM
i hav to ask. Is it easier to model in modo?
If it was, everyone would be using it. :)
It's a very good modeling app, and I prefer it now myself, but as to whether it's "easier" or not ... well, that depends on who is using it. If you gel with Modo, it's going to be easier. Otherwise, not!
Snefer
07-02-2012, 07:55 AM
Thanks alot!
Iciban: I dont know, I personally think its superior to every other app I have used, but its a bit personal preference aswell I suppose. : ))
aajohnny: ah, sweet! Thanks : ))
Warren: everyone should be using it! :D
Kevin Johnstone
07-02-2012, 07:59 AM
Beautiful stuff, I love the Baroque style and the colors you are using work brilliantly.
Iciban
07-02-2012, 03:01 PM
yea the reason i asked cause I seen vids of people modeling in modo. Not sure if they made the scripts themselves, but whenever they press a button. It does, lets say something in another program it would take couple steps. In modo, it took only 1 step. If you knwo what i mean
Snefer
07-02-2012, 03:45 PM
Kevin: thanks alot, glad you like it!
Iciban: well, it is fast, and easy to customise, but I am a bit biased. I think its the best app I have worked with ^^
Got the high and low done for the mirror, heres the low in UDK, sitting at almost 2k tris, hehe, got a smoothingerror on the top there to sort out, and texturing it, otherwise im feeling pretty done with it. Oh, and making a proper material for the mirror etc.
http://torfrick.com/Art/WIP/mirror2.jpg
SHEPEIRO
07-02-2012, 03:52 PM
2k tris for a mirror naughty naughty ;-)
with the walls is the paper textured in strips over the wood...or are the rips etc decaled ontop?
Stromberg90
07-02-2012, 04:09 PM
Sweet job, makes me want to try modo once more :)
Loved the modeling, uv tools, the flexible shader tree and the fast rendering(most of times)
How about showing us a wireframe of the mirror?
Snefer
07-02-2012, 04:16 PM
shepeiro: not that naughty actually, would hardly be unreasonable on console at all. The paper is one mesh, the walls beneath it another. So the wall paper has its own shader with the rips etc and easy to change colors/wallpaper/tiling etc without havnig to redo UVs. Need to make a nice shader for the walls beneath the paper right now, and match the texture a bit better, because it really sticks out.
stromberg90: do it, modo is the best, haha : D
Heres the lowpoly and diffuse only, also visible here is the stupid seam i have to fix ^^
http://torfrick.com/Art/WIP/mirror3.jpg
Snefer
07-02-2012, 05:47 PM
Modo! ^^
Modo bakes work well in UDK? Interesting... I've always wanted to give modo a try, I'll probably download it tonight XD
Snefer
07-03-2012, 02:08 AM
I wouldnt say it bakes that well, but I dont care all that much, 99% of the time its not worth it to bake it somewhere else, imho. But then im not so picky about artifacts etc either.
SirCalalot
07-03-2012, 02:32 AM
If you don't notice it in a game and it doesn't affect performance, then why should people spend extra time and effort fixing it? :)
That mirror turned out fantastic!
Is the smoothing error even a problem when the normal map is applied? As I really can't see it on the shaded, low-poly model :/
daphz
07-03-2012, 02:44 AM
damn man, I love the way this stuff is turning out! I think some minor cracks/chips in the mirrors reflective surface would help things a little
Low poly holds up pretty well - some slight slipping with the flower petals mid-right and mid left but nothing major. Probably could've reduced the polys on the smaller details (bottom left and right).
Is there a particular theme? I see the doorway leading off somewhere...
Modo! ^^
Wait a min.But they said me baking in modo is a big NO!.Since modo doesn't support projection cage,how you can be sure about the precision of your normals?
Because I'm using modo with an external baking solution and I really saddened when I learned that baking in modo is wrongest thing ever!Now pls explain me this I want to use modo in my baking workflow again without any hesitation.
and a last question:Is modo bake worth to use in a portfolio?Or are you using it for your actual game production too?
Snefer
07-03-2012, 03:40 AM
SirCalalot: exactly. Im too lazy fixing stuff you cant see : D Well, it sticks out to me, so i really need to do something about it ^^ Its really in your face and sticks out like a sore thumb, and it shouldnt be a hard fix either : )
daph: thanks man! Yeah, the mirror itself only has a black color and a white spec right now, the plan is to have a pretty dusty surface on it, avoiding having perfect mirrors as much as I can ^^
whw: maybe, I added polys as I saw needed, sorting out the worst offenders in terms of baking and silouette, I gave myself a 2k budget and then improved until out of triangles ^^ There is no particular theme, an abandoned baroque palace : ) I just want a very calm and serene scene.
igi: yeah, people do say that. Im baking in modo all the time though, everything in my portfolio is baked in modo, and I use modos bakingtools al the time in production, it doesnt have a projection cage (or maybe 6 has that, not sure, they added some new baking options but havent bothered looking...) but for me its good enough.
igi: yeah, people do say that. Im baking in modo all the time though, everything in my portfolio is baked in modo, and I use modos bakingtools al the time in production, it doesnt have a projection cage (or maybe 6 has that, not sure, they added some new baking options but havent bothered looking...) but for me its good enough.
It's awesome hear that! Exporting/importing stuff sometimes feels too exhausting.I try to do everything in single application app as possible.Thanks man.
ljsketch
07-03-2012, 08:31 AM
really nice work overall. Love the detail in the clock and the mirror. Your scene looks good also. I'd be interested to see how you created that texture for the wall in photoshop :).
Donavonyoung
07-03-2012, 11:29 AM
The bakes are coming out really nice. Very enjoyable thread as always mate. Cheers!!
Quack!
07-04-2012, 11:04 AM
Subscribed!
I love how your high poly has forms that translate well onto the low. I feel that is a very often overlooked aspect of making high poly objects.
kernersvillan
07-04-2012, 12:39 PM
Great work so far! Can't wait to see more
dudealan2001
07-04-2012, 03:03 PM
very cool I want to see a texture sheet for that chipped paint/ your process.
Jessica Dinh
07-04-2012, 06:25 PM
dang. :0
Snefer
07-05-2012, 04:55 AM
thanks for the comments!
ljsketch: which texture do you mean? the wallpanel or the wallpaper?
dudealan2001: ill post flats and explain when I have polished up the texture a bit : ))
Playing around a bit with the wallpaper being sunbleached around where some paintings used to hang, might work.
http://torfrick.com/Art/WIP/baroque01.jpg
scotthomer
07-05-2012, 04:58 AM
This is looking awesome dude! Really cool. I dont know if the placement of the mirror works though, seems strange to have 2 super detail-rich items so close together, might be better to put the mirror on the wall to the left of the doorway and then light the scene to make 1 of them the focal point. Still, looks awesome! :D
Great work.
ParoXum
07-05-2012, 05:00 AM
I know it's probably just a test but I would be careful if I were you placing the mirror somewhere else to avoid loading the same side of the picture too much.
In this screenshot my eyes go in circle between the two objects and don't even watch the rest of the picture.
lol, nice one Scott!
Snefer
07-05-2012, 05:03 AM
Yeah agreed, that placement is a bit wonky, actually just put it there because thats where I had placed a light to see if the lightmap worked xD Im planning on making a hole in the roof there in the corner to let some light in from above, aswell as having some small debris/rubble in the room. Not sure both of those objects will be focal points either, since there will be other really detailed objects aswell, like the doorframe, the skirting for the roof, the windowframe etc. I think probably the clock will be the focal point of the light, and the rest more or less in shadow/stowed away.
Snefer
07-05-2012, 06:36 AM
Now this is more along the lines i was thinking : ))
http://torfrick.com/Art/WIP/baroque02.jpg
Shouldn't it be lighter everywhere but behind where pictures are? not just a halo? And just a darker more contrasted spot under them. I also wish the paper fold up by the mirror was more translucent and let more light through.
nathdevlin
07-05-2012, 06:50 AM
The addition of other pieces of furniture covered by dusty blankets for example could work either through the doorway in the background or even in the foreground to help tighten up the composition. This latest shot is working really well now.
WarrenM
07-05-2012, 06:50 AM
I don't know why, but I love the empty spots where picture frames used to hang. It's a cool touch that tells a little story...
Snefer
07-05-2012, 06:52 AM
ZacD: SHHH! or...well. Yes, thats right. But then I would have to desaturate/brigthen all of the wallpaper and the add it back in with the decals... I guess I just didnt want to fiddle too much with the color of the wallpaper, but yes, you are right ^^ will get around to fixing that when I can make it look good.
nathdevlin: thats a really good suggestion! Thanks!
Warren: thanks! Im glad you like it : ))
Quickel
07-05-2012, 10:12 AM
I really like the details and your bakes look great. I think the scale of things in relation to each other is a little off though.
Snefer
07-06-2012, 02:33 AM
Quickel: thanks, but can you give any examples of what you feel is off?
Here are some shots from other angles, a shot of the floor-texture etc. : )) Its starting to get cozy to walk around in, getting the vibe slowly ^^ Need to fix the blockyness of the wallpaper a bit, where its torn etc, and do a second pass on that : )
http://torfrick.com/Art/WIP/baroque03.jpg
http://torfrick.com/Art/WIP/baroque04.jpg
http://torfrick.com/Art/WIP/baroque05.jpg
Money
07-06-2012, 03:59 AM
This is shaping up to look great.
One small suggestion on that torn part of the wallpaper. Maybe you could do a test with that part hit by the sun to make it look a bit more washed out, like paper and photos tend to lose their color from being exposed to direct sunlight for a longer time.
IchII3D
07-06-2012, 09:57 AM
Its starting to come together, if your having directional light coming through the room it might be cool to add a gloss map to your wallpaper specular, give those elements of detailing a nice sense of material. Only subtle, but might help.
Seaseme
07-06-2012, 10:50 AM
Hi Snefer,
I think I can maybe understand what Quickel means about the scale being off - I'm not sure it's anything you're doing. It's a small room, it's a tight fit for your camera It feels that way with your camera shots which is messing with my head comprehending the scale of your stuff.
Loving your textures. My brain is bleeding.
ljsketch
07-06-2012, 06:19 PM
I leave for a day and you have more eye candy. By wall I meant wall panel but seeing both the wall panel and paper would be nice.
Not so sure I see a scale issue imo. Maybe the size of the mirror and it's placement in relation to the height of the doorway/ceiling...
Maxim
07-07-2012, 12:01 AM
How do you go about making the lowpoly if you dont mind me asking?
The twirly bits on the mirror seem like they would be a pain to remodel over the Highpoly. I personally wouldn't know where to start except for Topogun.
http://torfrick.com/Art/WIP/mirror3.jpg
Sharvo
07-07-2012, 04:04 AM
Those props are beautiful!!! Love all the attention to detail you have in here, some of the post process you have looks good, not sure what you call it (chromatic abbreation?) but it looks good on the wood and walls etc not sure about the curtains, bit distracting.
But as i said love it, all your threads are full of greatness :)
Snefer
07-07-2012, 01:40 PM
Money: I already have that in the shader, some desaturation etc that I paint out, but it would be a good idea to make it make more sense in terms of where it is, yes ^^ Like around the hole in the roof etc.
Ichill3D: yeah, right now there is some material separation in the specular, need to add color to it, but i don't want to overdo it either, its visible when moving around and from certain angles, but i don't want to make it so shiny that it always stands out.
Maxim: I just fought through the pain and built it by hand. Doesn't take all that long tbh. : ))
Sharvo: thanks, yeah chromatic aberration few, it gets a bit too strong towards the edges, gonna have to pull it down a bit I think.
Snefer
07-12-2012, 02:51 AM
Building a doorway! The circle in the middle is supposed to have some kind of painting on it : ))
http://torfrick.com/Art/WIP/door01.jpg
SirCalalot
07-12-2012, 03:30 AM
I'm loving the little details, @Snefer. :)
What other objects do you have planned then? Cupboards? Dressing tables?
TeeJay
07-12-2012, 03:41 AM
Whilst the technical application here is clearly stunning, I'm not sure I like the concept as a whole.
I had the misfortune of studying the Baroque period quite extensively during my degree and as I'm sure you're aware from research you might have done, it was a period of flamboyance and opulence, where grandeur was key. The environment you're doing seems very small and cramped, almost the opposite of what I'd usually assume is Baroque. It looks to me more like a tacky council flat from 80s Britain I rather than a Baroque interior. It feels a little bit like you've modeled some nice Baroque filigree and high-poly carvings and you've just shoved them in a semi-appropriate room.
I'd have said a grand hall or master bedroom would have been more appropriate, it could have been equally decayed and weathered, but I think it would've communicated the Baroque theme better.
Just a quick Google Image search of the term Baroque shows what I mean, 99% of what is returned is large scale rooms.
Just my two cents, it's probably a bit late to say that now anyway :)
urgaffel
07-12-2012, 03:49 AM
A simple way to fix that would be to double the ceiling height and make the windows and doors a lot taller. It would make it look less cramped at least...
Snefer
07-12-2012, 03:50 AM
TeeJay,while that is true for some grand hall etc, it is not true for a majority of rooms. This is not meant to be a grand hallway or concert room etc, it is meant to be a quiet room in a corner of a palace. Large scale grandeur is not the feeling i want to convey. Baroque rooms are often quite cramped, and since you cannot see more than a corner of the room its hard to judge the scale of it, I would say ^^
this is a private room from a baroque castle for example (but redecorated in rococo)
http://www.zamek-lancut.pl/img/Foot/2/5.jpg
coots7
07-12-2012, 06:34 AM
you should stream one of these models, would love to see your workflow for all these little organic details. love the models, this piece is looking amazing as usual
WarrenM
07-12-2012, 06:56 AM
+++LIVE STREAM. :) Or maybe a time lapse...
Snefer
07-12-2012, 09:28 AM
Alright, ill stream or record the process for the next asset then : )
Snefer
07-12-2012, 04:30 PM
Baked the doorway out and slapped a placeholder texture on it, tried how it works in the scene, turned out decent I think.
http://torfrick.com/Art/WIP/door02.jpg
http://torfrick.com/Art/WIP/door03.jpg
SaferDan
07-12-2012, 06:12 PM
A live stream or video would be amazing! +1000! Your work is so so good!
Reale
07-12-2012, 06:20 PM
A live stream or video would be amazing! +1000! Your work is so so good!
agreed, a lot of people would like to see how you do what you do!
tristamus
07-12-2012, 10:35 PM
I'm especially interested in how you created the organic shapes such as the flowers, etc.
Absolutely beautiful work.
Snefer
07-13-2012, 03:27 AM
Thanks for all the comments, Iwill record the next asset and put up here.
Threw a robot in there for scale ref, also put some of UDKs default foliage in there as placeholder to show what im going for a bit more. Also added some lightbeams etc : )
http://torfrick.com/Art/WIP/baroque08.jpg
WarrenM
07-13-2012, 03:42 AM
You're making a baroque mech, gotcha. Sounds cool!
Snefer
07-13-2012, 11:21 AM
Made a quick trim for the roof, more lightbeams, tweaked the wallpapers a bit. : ))
http://torfrick.com/Art/WIP/trim01.jpg
http://torfrick.com/Art/WIP/baroque09.jpg
http://torfrick.com/Art/WIP/baroque10.jpg
aajohnny
07-13-2012, 11:27 AM
I'm enjoying this, and I love the light coming in. My only critiques are:
The ivy: It doesn't seem dark enough to me or the green looks a bit desaturated to me (could be my monitor though) maybe make a few of the leaves, darker then the others :)
http://upload.wikimedia.org/wikipedia/en/0/0b/Variegated-ivy.jpg
The hole was my other crit but you mentioned it was quick so I'm assuming its a placeholder :) Do you plan on adding some debris on the floor coming from the roof? also maybe some floating pieces of debris in the lightbeams (picky)
anyways awesome stuff so far ,I shall be watching!
Quickel
07-13-2012, 12:46 PM
Snefer, sorry I was rushed earlier. The width of the clock looks ok but it looks really tall, especially now comparing him to a character in the scene. (example of height - http://i.ytimg.com/vi/DpZWsx7qDFc/0.jpg. I also feel like the panels are dwarfed in the scene. Perhaps they're not too small but it could be because you have such tall walls and such large door and window cutouts.
Snefer
07-16-2012, 03:55 AM
Quickel: yea, you are right about the clock, its a bit too big, have to scale it down. It is higher than those in that reference though, its based on an actual clock i saw in a museum, which was freakishly big : D The paneks are supposed to be about one meter high : ))
SHEPEIRO
07-16-2012, 05:36 AM
loving the details, but im not getting a brilliant impression of what your doing with the big shapes, the environments design, im guessing its going to be a shingle money shot type... any ideas for final comp etc?
Snefer
07-20-2012, 11:59 AM
SHEPEIRO: nah, im pretty much goofing around. I think it will be more than a single shot, probably a flythrough of some kind, so I will probably expand the environment a fair bit.
Made a roof for the hallway and worked a bit on the walls and shaders etc : ))
http://torfrick.com/Art/WIP/baroque11.jpg
http://torfrick.com/Art/WIP/baroque12.jpg
http://torfrick.com/Art/WIP/baroque13.jpg
http://torfrick.com/Art/WIP/baroque14.jpg
aajohnny
07-20-2012, 12:02 PM
Glorious haha. I love the details everywhere. The ceiling is fantastic, looking forward to more updates :)
dpaynter26
07-20-2012, 12:05 PM
Dude this is so great looking, so much fine detail, i love it man, for real, the lighting looks great too!
Joopson
07-20-2012, 12:12 PM
I'm in love.
[Edit]: With the environment.... weirdo.
toxic_h2o
07-20-2012, 12:59 PM
wow so amazing!!! it has the detail level of David Lesperance's work, but you have taken the extra steps and put in real time. which is something I can respect so much more. O_O Stay metal man.
ljsketch
07-20-2012, 10:13 PM
looking good! I'm sure you probably said this already, but what are you using to render the shots?
Joopson
07-20-2012, 11:14 PM
looking good! I'm sure you probably said this already, but what are you using to render the shots?
It's UDK. I don't think he mentioned it, though, until the previous page.
Blaisoid
07-21-2012, 12:08 AM
dat ceiling. i could stare at it forever.
it would be awesome to play a myst style game taking place in this kind of enviro.
Unlike shooters, such games encourage player to take their time and look at every detail as he searches for all the little clues.
Snefer
07-21-2012, 08:30 AM
Thanks for the comments. : ) Yeah, its all ingame in UDK.
Blasoid: yeah, thats the vibe im going or, an environment that you would want to explore and stop and look at. : D
Mask_Salesman
07-21-2012, 09:36 AM
Hey fantastic high work, now don't scold me for asking but these are still early wip textures right? Because they're very flat, most just a block overlay, they're in need of some serious grime, edge wear and sun bleaching :)
I really dig the direction your going for, enormous opportunity for some really gritty yet extravagantly stylish pieces.
MystiqueX
07-21-2012, 10:27 AM
That is such a gorgeous ceiling! I subscribe to the long list of people that want to see a stream of your process :D
PS: I wish they were still making games like Myst, but one can always aimlessly roam an environment even if it's not mandatory (I spent my first week playing Skyrim taking screenshots all over the place like I was a little kid on their first trip to Disneyland...)
I wish the leaves were translucent, they are too dark on the other side right now.
Money
07-21-2012, 10:43 AM
Thanks for the comments. : ) Yeah, its all ingame in UDK.
Blasoid: yeah, thats the vibe im going or, an environment that you would want to explore and stop and look at. : D
Well there certanly something to look at there. :D
Any chance you could upload direct feed vid later once the scene is done, I would hate to see it ruined by video compression.
Snefer
07-21-2012, 11:48 AM
Mask_Salesman: yup, thats a correct assumption, sofar I have not done any actual texturepainting, but I am starting with that now : ))
ZacD: yeah, they are still the placeholder leaves from the UDK foliage demo, will make my own ones later : ))
Money: hmm, what do you mean with direct feed? : ))
Here is a textured version of the trim. Bit exxagarated small detail, but the moody lighting kinda kills it anyway.
http://torfrick.com/Art/WIP/trim02.jpg
Money
07-21-2012, 11:52 AM
Maybe I've stated it poorly, I just meant on the higher video footage before it gets compressed by sites such as youtube etc.
Pookhan
07-22-2012, 06:10 AM
Your work is really inspiring. Could you make a tutorial on how you modelled the baroque decoration along the roof skirting?
daylehodgson
07-23-2012, 01:42 AM
wow. so inspirational. hope you don't mind me asking but are all the tiny decor bits modelled serperately in max/maya or are they created with alphas in zbrush?
Snefer
07-23-2012, 02:03 AM
Money: ah, I dont know, I think vimeos HD-videos are pretty decent though : )
Pookhan: I will be doing some live streaming of building an asset for this scene as soon as my internet comes back online again ^^
daylehodgson: Everything is built in modo sofar, so no sculpting in zbrush whatsoever : )
nicocabbalero
07-23-2012, 04:49 AM
looking really good man cant wait to see this live stream, pretty new to modo so will be interesting to see how you do things.
Snefer
07-25-2012, 11:32 AM
Made a cap for the end of the wall, will do a destroyed version for the other side, the circle in the middle will hace some kind of painting on it once i get to texturing : ))
http://torfrick.com/Art/WIP/baroque15.jpg
ScribbleHead
07-29-2012, 02:45 AM
EPIC!
LuCh!
08-09-2012, 06:26 AM
waw, that ceiling is gorgeous!
can you maybe show some wireframes?
and are you using tesselation for those trims or is all the detail in the model?
SirCalalot
08-14-2012, 02:43 AM
Still going strong @Snefer!
Any updates?
Snefer
04-14-2013, 04:19 PM
Necropost! Was looking through my unfinished stuff and figured I might aswell finish up this one, and add a bunch of stuff I wanted to play around with anyway, so im gonna do some covered up furniture etc aswell : )) And alot of stuff needs to be redone because its horrible, but i'll get to that. Putting in some new placeholder meshes etc : )
http://torfrick.com/Art/WIP/baroque16.jpg
http://torfrick.com/Art/WIP/baroque17.jpg
leopadua3d
04-14-2013, 05:31 PM
Tor,
This is a brilliant piece! I salute you on your boldness to do the details and the brilliant execution on the textures. Very unique.
I'm really looking forward to see this piece done. It is worth an award!
Keep up!
Glad to see you back on this. The more I see, the more it's looking Dishonored mixed with The Last Of Us. Keep going!
Ulwaen
04-15-2013, 02:52 AM
Amazing and inspiring work! Great job!
Keep it up!
urgaffel
04-15-2013, 02:53 AM
Good to see an update on this! The AO is giving some of your props a black outline though, looks a bit odd....
Turista
04-15-2013, 04:35 AM
i LOVEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE this!!!! i dont do environments but if i did, this would be the style.
amazing. :)
Snefer
04-15-2013, 09:50 AM
thanks for the comments, hopefully I'll be able to wrap this up pretty quickly, Im more or less ignoring any technical aspects and just throwing stuff out there. ^^
urgaffel: yeah its the SSAO that have a bit messed up values, need to bring that distance down a bit : D
coots7
04-15-2013, 10:14 AM
love the faded wallpaper and ghost of picture frames, very nice detail. Are those decals?
Stormfreek
04-15-2013, 05:20 PM
Yay I'm so happy to see this environment back in 2013, my favourite by a mile :D Keep up the fantastic work Snefer!
Snefer
04-15-2013, 05:34 PM
coots7: thanks. Yes, they are decals : )
Doodelidoo doodelidaa, added more placeholder props, tweaked the room, composition, tweaked textures and shaders, added some small leaves etc : )
http://torfrick.com/Art/WIP/baroque18.jpg
http://torfrick.com/Art/WIP/Baroque19.jpg
http://torfrick.com/Art/WIP/Baroque20.jpg
VESIUS
04-15-2013, 05:50 PM
This is truly amazing.. Dat clock doe so amazing.
Clos323
04-15-2013, 07:32 PM
this looks amazing, really nice lighting and mood. keep up the good work
Stromberg90
04-15-2013, 08:20 PM
Nice work, cool to see you are back on this :)
The leaves on the ground looks a bit of with the shading, lack of shadows I think also because of the unique shape they have, you can easily tell they are repeating.
Also I think the grain is to much, mostly in the areas that are in shadow.
The right curtain in the third picture seems to mess up with the DOF.
Snefer
04-16-2013, 01:28 AM
Stromberg90: yeah, I just made one quick testmesh for the leaves, and no randomisation-shader for them yet, so they repeat quite a bit sofar, but i will get on that : ) And yes, it looks off with the shadows in some places, partially because it was a medium quality bake, and also because I need to up the rez on the lightmap to get that kind of fine detail to show up. : ))
The grain only gets added on in dark areas, so thats why its a bit much when its dark, but maybe I should pull it back a bit. The curtains are translucent, so thats why, not sure how to solve that though,
Snefer
04-16-2013, 04:18 PM
aaand a quick n dirty pictureframe! Very fast stuff, didnt feel like pushing this asset very much, maybe i can compensate in the texture later.
http://torfrick.com/Art/WIP/frame01.jpg
leopadua3d
04-16-2013, 04:23 PM
Hi Tor,
If you call this quick and dirt, I wonder what would be the end result when you say: here is a final polished and waxed.. lol
Very nice man. Still on the 2K per object? How many Polys on the scene at the moment?
Keep up! Your work is as classy as it gets.
Joopson
04-16-2013, 04:31 PM
Very fast stuff, didnt feel like pushing this asset very much,
Man, eff-you!
[I love this scene so much. I want a horror game set in this world.]
[I'd love a tutorial on how you do those details in the frame]
Snefer
04-17-2013, 12:11 AM
leopadua3d: Thanks! Around 2k texturerez per object, i dont care that much, I still mirror and tile as much as possible though, simple because its easier, faster and more efficient to work that way. The biggest limitation is taking the time to build the lowpoly properly, that takes time for these kind of assets : )
Joopson: thanks! Next asset i will livestream, this was just a quick thing. Will livestream when i build the chair or fireplace I think.
cptSwing
04-17-2013, 02:06 AM
Man. Do want some HP wires for that mirror.. so nice <3
shrogg
04-17-2013, 05:10 AM
Damn, this is some seriously cool stuff. I would love to see more info on your workflow!
Subscribed to this thread. These details are truly awsome. Are you using any particular reference, or just googling Baroque?
Stormfreek
04-17-2013, 02:35 PM
Next asset i will livestream, this was just a quick thing. Will livestream when i build the chair or fireplace I think.
Awesome man can't wait for it! Could you kindly give a notice on this thread when you do? :D
Snefer
04-17-2013, 03:59 PM
Mostly googling baroque and then just freeballin tbh when it comes to the designs. And i'll def post the livestream in the thread : )
Baked it down and threw it into UDK, managed to screw up and get huge UV-seam, so i will have to redo it, bleh ^^ Will post wires with next update : )) Here's a UDK shot and unlit diffuse in modo.
http://torfrick.com/Art/WIP/baroque21.jpg
http://torfrick.com/Art/WIP/painting.jpg
Snefer
04-21-2013, 03:21 PM
More props! wooo!
http://torfrick.com/Art/WIP/baroque22.jpg
tulkas09
04-21-2013, 03:31 PM
cmon every asset is prefect... in this map you are using proper textures? Not like the other map of 256x512?
And well, my mates of videogames art desing we call you the "the crazy person of the textures"( I think that is the proper translation haha) as always awesome tread!
sofabound
04-21-2013, 11:38 PM
Ugh. These shots are so BOOTIFUL :poly101: Would love to see some of the texture flats if you get time.
Snefer
04-22-2013, 04:28 AM
Tulkas: haha, thanks, i wouldnt say they are perfect though, far from it. In this scene im using proper textures, but also alot of masks.
sofabound: I will post some textureflats, sure : )
Mr Significant
04-22-2013, 10:45 AM
Noob question: is this game-ready props?
Stunning work!
leopadua3d
04-22-2013, 01:01 PM
Tor,
OMG! Fantastic looking assets man! Your passion and skills are perfectly depicted!
Keep up the inspirational work !
Congrats!
Mr. Significant....all his assets are already on UDK, game ready. Aint them perfect? gee
PogoP
04-22-2013, 01:13 PM
Nice! I'd love to see a breakdown of how you made those intricate decorations on the mirror. Splines?
Snefer
04-22-2013, 04:27 PM
PogoP: thanks! Its just kitbashed and bended together really. Next time I will livestream (hopefully some time this week) I'll create a new asset from scratch with this method, Its pretty simple really.
HAWK12HT
04-23-2013, 04:40 AM
Sir you are like super rich without having a Ferrari :D ( i think may be you do own a Ferrari though :D ) . What I am trying to say is your work is super awesome and you work in games industry too so that peace of mind you have helps you make more epic art :D.
Snefer
04-25-2013, 12:43 PM
So today I will finally do some streaming at http://www.livestream.com/snefer
The stream should still be viewable afterwards, in case you want to see it later : ) Will be building a baroque table or sumthin!
Snefer
04-25-2013, 03:37 PM
Here is a WIP of the table i was building in the livestream, about 1h and 15 min of improvising, thats why the design is a bit derp : D
http://www.torfrick.com/Art/WIP/baroque23.jpg
Frozan
04-26-2013, 12:17 AM
pretty sick Tor
Slave_zero
04-26-2013, 03:04 AM
Snefer your are a machine! Awesome work.
Lloydyy89
04-26-2013, 03:18 AM
I think my brain is going to melt from the amount of detail in these assets. Absolutely stunning. :O
minorthreat
04-26-2013, 03:31 AM
This is ridiculous, beautiful job.
Mayalicious
04-26-2013, 07:36 AM
Is there a possibility to get high res versions of this streams?
rambooze
04-26-2013, 10:26 AM
Nice change of pace Snefer! The scene looks really promising. Huge amount of work. Respect.
dudealan2001
04-26-2013, 04:30 PM
Haven't seen this thread in a while Snefer. All I have to say is Jeezzzz so amazing my mind just died a little!
Razorb
04-26-2013, 06:27 PM
SNEFER STOP RAISING THE BAR SO DAMN FOOOOOOKING HIGH <3!
Pope Adam
04-26-2013, 09:49 PM
It's insane how you do this work. This is the kind of stuff that would take huge amaounts of brain power for me to pull off, and many many hours of meticulous work and self criticism. But I read your updates on this piece, and you're all like "whoop-dee-doo just doodled out this derpy table today" and it makes me feel like a failure. That table is better than any single asset I've ever made.
If I modeled and baked a baroque - ANYTHING - I would feel super accomplished. :)
I am madly jealous of the ease in which this comes to you. And if it actually doesn't come to you easily, I'm jealous of how committed you've been to your craft and ashamed of my lack of commitment. This scene would be a feat of godliness for me to pull off.
marks
04-27-2013, 04:02 AM
Here is a WIP of the table i was building in the livestream, about 1h and 15 min
...What. I think I need to start watching these livestreams.
Pope Adam
04-27-2013, 09:26 AM
Lol right? I am fueled by jealous rage to learn how this is done !!!!
Snefer
04-27-2013, 10:38 AM
Thanks for all the comments! : )
Mayalicious: unfortunately no, livestream sucks :( I think I will switch streaming-site, so maybe in the future that will be fixed! :)
Razorb: <3 Look whos talking! ^^
Pope Adam: haha, thanks. I wouldnt say it comes easily for me, I've just been grinding art alot ^^
Snefer
05-02-2013, 06:28 PM
Baked the lowpoly of the table aswell, need to make a texture for it aswell, but here it is ^^
http://www.torfrick.com/Art/WIP/baroque24.jpg
http://www.torfrick.com/Art/WIP/baroque25.jpg
leopadua3d
05-02-2013, 06:50 PM
Gee Tor,
This is as cool as an iceberg. Every time you show off another small tip of the whole iceberg you are doing.
Very nice work you got going here.
Looking forward to your next steps.
Snefer
05-03-2013, 01:35 AM
Haha, thanks! Shouldnt be too many assets left to make now before I can wrap it up.
walklikethis
05-03-2013, 08:12 AM
out interest tor, how are you laying out your uvs? It it a large texture, because you have managed to preserve so much of the detail?
Snefer
05-03-2013, 08:17 AM
Yeah, its a large texture, but I also mirror as aggressively as I can, so its actually only one quarter of the table that is mirrored across both axis. Right now the texture-rez is a bit random, not even resolution or anything, usually bake things out at 2k or 4k rez out of habit :)
walklikethis
05-03-2013, 08:38 AM
awesome man, cheers for the insight :D
Iciban
05-03-2013, 05:44 PM
those bakes and detail!!!!
I would really love to see a steam on how you model your assets. The table...that amount of detail. GOOODDDD LIKEEEEEE!!! hahahaha no joke! Your using modo right?
Tw1tch
05-03-2013, 07:57 PM
Massively huge fan, AWESOME trim work and detail. Thank's for posting this stuff man
EarthQuake
05-03-2013, 08:08 PM
Really cool stuff man. I especially like all the little details you're adding like the pealing wallpaper, helps to tie it all together. Keep it up!
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