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Cheathem's Avatar
Old (#126)
yeah,you got to pull off those puddles! it would really take it up a notch
Offline , spline, 200 Posts, Join Date Nov 2011,  
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Stephanie's Avatar
Old (#127)
@Obscura: Thank you! Yeah I noticed the weird shadow at the front of the train, sometimes when I build it's not there. I think I'm having some weird issues building the lights because of hardware constrictions. It takes so long and I'm not even building production lighting yet
(edit: you know what I bet that weird lighting on the front peice is being caused by the way I set up the specular power on that material :0)

I think the Alpha on the roof of the back train wagons might have been wrong when this built. Or maybe I need to fix the lighting so it's not so dark but it's just odd how the yellow metal pieces show up but not the plastic tent part so it makes me think it might be a problem with the alpha >_>.
Yup I still have to fix up the ground to match the reference a bit more. I have a few ideas but I'm so glad the stuff I made actually reads like a puddle, hah.
Thanks for your comments, it's always nice getting other peoples perspective on stuff cause I spend so much time looking at this by myself.



@Cheathem: Hah yeah, just gotta mess with them some more until they look right I guess

Last edited by Stephanie; 04-10-2013 at 10:00 AM..
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Myrkur's Avatar
Old (#128)
very cool stuff Stephanie, do you have a portfolio page somewhere one could look at?
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Faltzer's Avatar
Old (#129)
All your props look fantastic.

I think you are going to love maya 2014 because of the new modeling tools

Maya all the way!!
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Stephanie's Avatar
Old (#130)
@Myrkur: I do, I don't have it updated at the moment though. I'll post a link on here when I get it all set up.

@Faltzer: Thanks! Haha I've actually transitioned over into Modo now. I'm loving Modo, all the tool customization and flexibility really won me over. I can't see Maya 2014 making me go back to Maya unless it includes all the tool costumization and awesome rendering ability Modo has, but I guess I'll have to check it out.

Last edited by Stephanie; 04-26-2013 at 12:57 AM..
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Stephanie's Avatar
Old (#131)


Alright so here's how everything is looking and the textures I've used. These are not final. It could still use some love and work but I'm going to leave it alone for a bit and come back to it later.
I'll be working on some new stuff for the Escape challenge with Raul for the next 2 weeks or so, so keep an eye out for some (hopefully) cool updates at this other thread. http://www.polycount.com/forum/showthread.php?t=118469

The references I used while working on this scene.










Last edited by Stephanie; 04-26-2013 at 02:32 AM..
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Obscura's Avatar
Old (#132)
Cool! But I'm a little disappointed about some of the material solutions :/ especially on the puddles and on the plastic roof. Why don't you tried out reflections on the puddles?they could be the same mesh as the ground btw, if you would use vertex blending and parallax.And about the plastic roof, is it using transparency? Looks like just holes to me. Nothing offensive or anything, your scene looks good, just your materials could use a lot more improvement. Oh and the bricks needs normalmap

- And one of the tree's branches is going through the fence.

Last edited by Obscura; 04-26-2013 at 03:20 AM..
Offline , triangle, 373 Posts, Join Date Jan 2011, Location Hungary  
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minorthreat's Avatar
Old (#133)
This is all so mind-blowing. My jaw dropped on the first page and you keep upping yourself with every post. Seriously how are you doing this? XD
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ErichWK's Avatar
Old (#134)
Is your mud texture tiling that much on the sheet? Or is that how it looks like tiled?
Offline , dedicated polycounter, 1,741 Posts, Join Date Jun 2009, Location San Diego, CA Send a message via AIM to ErichWK  
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Stephanie's Avatar
Old (#135)
Quote:
Originally Posted by Obscura View Post
Cool! But I'm a little disappointed about some of the material solutions :/ especially on the puddles and on the plastic roof. Why don't you tried out reflections on the puddles?they could be the same mesh as the ground btw, if you would use vertex blending and parallax.And about the plastic roof, is it using transparency? Looks like just holes to me. Nothing offensive or anything, your scene looks good, just your materials could use a lot more improvement. Oh and the bricks needs normalmap

- And one of the tree's branches is going through the fence.
Heh thanks yeah well these aren't the actual resolutions of my textures, I guess i should have stated that. The Fence material has a transparency and an emissive that's just the diffuse there. I'm missing some normals on my plants but not on the bricks, hah... I expected some one to comment on the bricks. Well this place is a childrens amusement park and for some reason they chose to draw out bricks on their walls, It's not actually bricks but outlines drawn in. I suppouse I should find a way to make that more apperant.


The tree branch going through the fence was on purpose, hah. That's how my reference is, but I should move things around so it looks natural and not like a mistake.
I've been vertex blending the mudd in, vertex blending the puddles too seemed like too much but perhaps it would make it look more natural.
Thanks for all the feed back, this is my first scene. I've been learning new things every step of the way and having to figure out new tricks to do things. I know it needs more work, I'll be sure to fix things up before I call it finished.
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Stephanie's Avatar
Old (#136)
@minorthreat: Hah thanks, ummm.. by persitently working on stuff and living the life of a pennyless artist.. hah.

@ErichWK: Hah yeah that's actually tiling, I was messing with it trying to get a specific look and I didn't realize I posted it up like this. I'll post the final materials when I finish.
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Obscura's Avatar
Old (#137)
Well, you are right about the bricks I mean its really noticeable that the branch is going through the fence, not between 2 slats. Very nice for first scene btw, keep it up!
Offline , triangle, 373 Posts, Join Date Jan 2011, Location Hungary  
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ToffeeApple's Avatar
Old (#138)
Hi Stephanie

Firstly this a great job you've done. I love the overall look of the scene and I particularly like the vegetation.

However I feel like you need to step up your texturing a bit. The textures feel a bit over Photoshopped (if that can be an adjective) and unnatural to me.

I would recommend Racer445's tutorial on texturing. Do take a look if you havn't already because he really goes through it in great detail -
http://www.oesterkilde.dk/racer445.php
Offline , vertex, 29 Posts, Join Date Oct 2012, Location Reading, England  
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