View Full Version : [WIP] Winery (image heavy)
01-29-2011, 11:16 PM
I've been at this project for a while now, and would love some crit.
This was the original thing that inspired it:
I really liked the layout/composition, so I wanted to do something along these lines, but in the end I ended up with this:
Something fell through the roof. One idea was that this place was brewing whiskey, which I've heard is flammable, and that the building narrowly escaped getting burned down.
Anyway, again, I would love crit on it. Most things in the shot are WIP.
Some in-viewport shots using the 3 Point Shader:
Already posted that in the tech talk section, but I figured showing it again won't hurt.
I don't know what happened with the wireframe there.
01-29-2011, 11:22 PM
good set of props. i really like the pipes and the tablesaw. looking forward to more.
I think the Quickrete bag needs some more love. They usually have their logo on the bag with a bunch of writing. And the spec of it should be brought down significantly, it currently looks like a big clump of silly putty.
The table saw looks awesome! I think you should give this kind of attention to the rest of the props. The window frame and pipes are looking a bit too clean.
Anyways, keep it up man! I like the layout and how your scene is looking!
Super Happy Cow
01-30-2011, 12:55 AM
Hey, your scene looks pretty good, but I wonder what you're trying to model for? Games or movies? If you're doing it for movies, then you should probably stay away from normal maps so much(I THINK) and try to do more fully high polygon stuff. If you're into games, then your polygon counts are far too high in some instances, like for that bag and the radiator? Those counts are ridiculous. I'd love to see some close ups of those so I could give a better critique, but right now they look way too high.
You could cheat a lot more if you put far more attention into how objects look with a silhouette.
Also, your normal maps seem too low resolution to fully capture detail, or your edge loops are too hardened for the low polygon surfaces to fully capture the projected detail. I'm talking about the insets on the light in particular.
Otherwise, this looks like it's going to turn out pretty sweet with a good dirt pass.
01-30-2011, 08:59 AM
Thanks guys! Appreciate the comments.
@Rico: All of the assets you see except the tablesaw just have base colors applied. I haven't even started texturing them. The quikrete bags crazy spec is the product of fussing with the spec and gloss in the shader, so when I make the map, I'll make sure to tone it down.
@Super Happy Cow: Hehe, its for in-game use. I'll optimize the quikrete bag even further, but I'm not sure what to cut anymore with the radiator, though.
As for the normal maps, right now, all of those assets (except the tablesaw because that was a separate project) are on one set of 1024 textures. I baked a set of 4096s, so it shouldn't be too hard to upconvert them.
01-30-2011, 09:44 AM
The table saw doesn't look very sturdy. It also looks like someone got their face cut off with it. Bit too much splatter.
01-30-2011, 09:59 AM
Look like a good start! I think you've went a bit crazy with the tris on some places. Like the window frame. The lower stones doesn't need all thous tris to maintain a good silhouette. Talking mainly about the triangles on the big flat side. Same goes for the upper stones. You can argue about if the bevels on the stones are even noticeable, i would remove them.
I also think your normals is inverted or something on the concrete bars in the ceiling.
01-30-2011, 09:59 AM
Hey man, good to see you post this. I was wondering when I'd see an update on it. You've definitely gotten away from the "parking garage" look it had before. Get something happening with that plastic sheeting/tarp hanging up :)
01-30-2011, 01:48 PM
your normals on things are bizarre. like the Quickrete bag looks like a clay brick or the pipes are almost soft... it looks like you went under zbrush and did these peices and baked it on a really low subdivision..
02-20-2011, 07:28 PM
I'm still fooling around with trying to get dust in the scene along with messing with the lights to see if I can get anything I like better. I cut the triangle count for the radiator, the bag, and the window almost in half for each. Anyway, any critique is appreciated.
Super Happy Cow
02-20-2011, 07:49 PM
Post the wires, foo!
I'm really interested in seeing what you did with the
windowsill. I had you guys goin, didn't I?
02-20-2011, 07:52 PM
try and not put the props in little clumps on the ground like that spread them out make it look more natural ...
02-22-2011, 11:50 PM
@duxun: The bags and the planks are placed in piles just because I thought that that's how a construction worker would organize his space. Is that what you meant?
@Super Happy Cow: Here you go :)
02-23-2011, 12:06 AM
don't think of how placement of props would be realistically (even though you do need to take reference from reality). however look for winery concepts to create a scene for a game. there are elements that are in reality that don't fight or look akward/out of place in a game environment for the purposes of attaining a job in the game industry.
i hope you grasp what im trying to say...
Super Happy Cow
02-27-2011, 03:55 PM
You see those edges and vertex points that are doing NOTHING on your model? Get rid of them. Like the outer sides of those support beams on your barrels? They're doing nothing. Ditch em.
The bottom of the window sill? Merge those verts. The verts that define some of the interior curvature of your radiator and that wire flowing out to the left side? Get rid of some of those loops, too!
02-27-2011, 08:05 PM
Damn, I didn't see those edges on the support. Thanks for the pointout.
As for the radiator, what do you mean by the verts in the interior curvature?
Super Happy Cow
03-02-2011, 04:55 PM
Sorry, I disappear for days at a time, cause I'm a poopie face.
That logic you applied to the top corners where the quad (that looks like a triangle) is connected to two adjacent quads? Apply that to the entire mesh.
You could definitely get away with removing some of that polycount where the red circles are, especially on the parts that are on the interior of the mesh, because no one is ever going to investigate that, and the SILHOUETTE will be exactly the same.
Also, your seen is looking badass. I like it a lot. : ] One thing i'd say is that the ambient lighting looks too high. All of the shadows look fuzzy, even the shadows on the pylons facing us aren't touching the ground at all, and there are no shadows on the shelves on the wall, or the corner above the pillar and planks/bags.
Hole in the ceiling is a smart touch, too.
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