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bgivenb
01-21-2012, 12:54 AM
I think I have finished my UDK environment finally, so I thought I would post some PICs. All textures are hand painted, and all work is original except the sky and the water shader.

Given Borthwick artist Seattle WA

"Image removed, tinypic url lulz" - mod

http://i40.tinypic.com/11ltwde.jpg
http://i43.tinypic.com/25i97ac.jpg
http://i41.tinypic.com/6icpz4.jpg
http://i40.tinypic.com/rgz3oo.jpg
http://i44.tinypic.com/14y98yd.jpg
http://i39.tinypic.com/25fukhk.jpg

comments, crits? please let me know what you think :)

WIP pics here: http://www.polycount.com/forum/showthread.php?p=1502499#post1502499

Macattackk
01-21-2012, 02:13 PM
It seems a little empty. Maybe add more trees and vegetation. You have a pile of wood but not a lot of trees which seems weird. I guess he chopped them all down for wood so maybe add a lot of stumps?

ErichWK
01-21-2012, 02:30 PM
How do people survive on that island??

cptSwing
01-21-2012, 02:36 PM
i'd also either add more grass (and colored more like your terrain texture), or clump it together. the isolated islands of grass are looking odd.

tanka
01-21-2012, 04:07 PM
Can we see some wires? There are some weird lighting issues going on with the lighthouse.. it looks like it could be messed up topology.

Noodle!
01-21-2012, 05:00 PM
The ground texture repeats way too much right now and has a different texture style than other things, for instance the bridge with the stones. They have more larger brush strokes and cleaner lines, where the ground is just a jitter.
Same fidelity problem goes for the rest, you've gone for a super simple texture style but added very many tiny props, which clashes.

Think of it as a painting, if you were making a very stylized painting how would the details look? In this case a few larger rocks would probably work better with the scene rather than very many small rocks of uniform size.
I'd say overall you should be looking for larger shapes and try to unify your textures in how they look and feel and in the detail fidelty in the textures themselves.

You can also greatly increase the texture resolution for the brick part of your lighthouse, and fix the normals for it (the geometry seems like it might be a bit weird too).
What is the white stuff on top of every pillar and rock?

bgivenb
01-21-2012, 05:42 PM
Thanks for all of the great feedback!
I changed a few things around (replaced the smaller rocks with just a few big ones, added more grass)
http://i39.tinypic.com/kamsk6.jpg

Does it look better now?

Not sure why the lighthouse has a lighting problem but here are the wires:
http://i40.tinypic.com/u64c0.jpg
http://i43.tinypic.com/2rh5or9.jpg

a few notes: the white stuff is seagull poop, and the people who live here just man the lighhouse

Baddcog
01-21-2012, 06:01 PM
I believe Unity uses vert lighting. So the lighthouse could be lighting weird because you have those really long tris. I'd probably add 2 more loops to the height and it will look much better.

It's good to stay low poly, but keep the density close for better lighting.

bgivenb
01-21-2012, 06:03 PM
I believe Unity uses vert lighting. So the lighthouse could be lighting weird because you have those really long tris. I'd probably add 2 more loops to the height and it will look much better.

It's good to stay low poly, but keep the density close for better lighting.

Its udk not unity, but thank you for the advice i think it'll carry over

sybrix
01-22-2012, 12:05 PM
You seem to have some scale issues going on. The trees are tiny. If you compare the height of the doors to the trees then the player is nearly as tall as those trees. The boat even looks as big as the trees. Scale them up significantly and add more, they'll probably help with the emptiness problem too. :)

Always put a scale reference in your scenes, and duplicate it around next to buildings, trees, grass, etc. so you always know how big everything is in reference to the player. It doesn't have to even be a full human model, it can just be a tall block. I found it really helps.

Bigjohn
04-10-2012, 04:36 PM
What'd you use to render that first shot?

scotthomer
04-10-2012, 04:41 PM
What'd you use to render that first shot?

Looks like Vray to me. Ahahahah!

iWeReZ
04-10-2012, 04:46 PM
I think you may have messed up the first image...:poly142:

whipSwitch
04-10-2012, 04:46 PM
holy shit, is that what Unity is capable of nowadays?

nick2730
04-10-2012, 04:47 PM
lol @ first image

wester
04-10-2012, 04:48 PM
Please tell me you accidentally posted that first picture thinking it was a WIP.

GOd that would be just.....way too funny and might have made my year if that were the case.

Autocon
04-10-2012, 04:49 PM
Uhhhhhhhhhhhhhhhhhhhhhhhhh you do know there is a naked picture of a girl there as your first picture right? I think you uploaded the wrong image, especially if that is a picture of yourself you might want to remove it :poly122:

jarrede
04-10-2012, 04:53 PM
well you don't see that everyday on polycount.

Jeff Parrott
04-10-2012, 04:57 PM
Is that the 2012 penis tank?

jmt
04-10-2012, 04:57 PM
Oh, my!

The island doesn't look very cartoony. You need to make it brighter and exaggerate the shapes more.

Hayden Zammit
04-10-2012, 05:59 PM
Nice work on the first image. Looks like you're making good progress.

HangingBunny
04-10-2012, 06:09 PM
I love the spec maps for that first image. But seriously, I would look into the shadows on your grass. Right now you've got that floating disconnect that just immediately draws my eyes and takes me out of the image.

Seirei
04-10-2012, 07:02 PM
I remember seeing this thread back when it was new and I'm sure a picture like that would've been stuck in my mind, how did this end up there?
Also how did Bigjohn find this after 3 months?
Is there a 'search boobs' function I don't know about? :P

SA_22
04-10-2012, 07:09 PM
lol yea i was wondering why no 1 commented on that!... was like damn nice island!

think it would look alil better if you added abit more variation to the textures... for me there abit to mcuh contrast between the sand and some of the meshes like the rocks.... think it needs more colour 2 especially the ocean

Two Listen
04-10-2012, 07:21 PM
Don't places like tinypic wind up doing away with old URLs and possibly reuse them after a time? That'd be my guess...

D4V1DC
04-10-2012, 08:09 PM
Saved to reference folder!

Love this work post more pictures.

Tobbo
04-10-2012, 08:15 PM
I think you uploaded the wrong pic in the first one. :P

JR
04-10-2012, 08:15 PM
I think you should have kept the feeling of the first image through the rest. That island would be much hotter then.

ericdigital
04-10-2012, 08:18 PM
oh man that's amazing

Joopson
04-10-2012, 11:57 PM
And I missed the party.

bgivenb
02-11-2013, 04:50 PM
Sorry about the first image, not sure what happened. Its an old post that I havn't checked in a while. Maybe the URLs got messed up? Anyway the tits are removed

Justin Meisse
02-11-2013, 05:24 PM
This is a problem with Tinypic - as far as people have pieced together, they re-use the URLs they give out. It should really be treated as a temporary image host.

here's a thread on Neogaf about it (http://www.neogaf.com/forum/showthread.php?t=452731). It looks like mods actually went and banned the use of tinypic on their forums.