Author : polygoo


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Vdo's Avatar
Old (#1)
Hey All

I'm currently in my last semester at the Arts Institute of Burnaby. This piece is created for my demo reel, as you can see its near completion. Alot of the texture needs to be touch up especially the cement texture,any critique on it would be very helpful. Thanks.







Offline , null, 1 Posts, Join Date Feb 2006, Location Vancouver , BC  
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Gmanx's Avatar
Old (#2)
The textures don't seem to 'sit' with the geometry very well. There should be vertical streaks of grime under those window sills, and around the bottom of the building's walls, where they meet the floor. All the stores have the same style 'Deal' posters in? Could you try a high res 'floor' map, and add dirt, cracked flags, different floor treatments to that, or are you on a set limit?
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Offline , polycounter, 1,280 Posts, Join Date Oct 2004, Location Fraggle Rock  
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Steakhouse's Avatar
Old (#3)
I'd suggest a new, alpha'd texture created for any of those larger signs you have, like the 'general store' one. Seperating it from the actual background texture will allow it to read better at a higher resolution without having to increase the resolution of the entire wall.

Those fruit stands could also use a kick board along the bottom to help break up it's flatness.
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Offline , triangle, 291 Posts, Join Date Oct 2004, Location Washington State  
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Daz's Avatar
Old (#4)
Cool. Scale of certain things seem out. Is it me, or is the height of that curb there about equal to that of a small child? Framework of stuff seems too thick. Doorframes etc. The barrels aren't really barrel shaped. They need that bulge in the middle. I'd take a closer look at some ref. Keep at it.
Offline , veteran polycounter, 3,571 Posts, Join Date Oct 2004, Location SF Bay area  
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Jeff Parrott's Avatar
Old (#5)
Most of the textures are a bit too saturated as well as the scale issue Daz mentioned. That red awning and barrel things would glow when it's on a tv screen. You really need to watch the saturation of colors, especially red. The idea is pretty cool though. Although maybe 4 buildings is a bit much. I'd personally rather see 1 building really pimped out. Some clotheslines, wires, and stuff going from building to building always looks good. Most buildings have roof access also. I would add that in. The road needs a different texture than the sidewalk. Maybe cobblestone or something. The sidewalk could use a more refined texture as well. Overall, it has a lot of potential. Keep pushing it.
Offline , veteran polycounter, 2,925 Posts, Join Date Oct 2004, Location Orlando, FL Send a message via AIM to Jeff Parrott Send a message via Skype™ to Jeff Parrott  
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Lee3dee's Avatar
Old (#6)
i agree with the others, it should look old and worn. I'd bring down the saturation of the windows texture because at the moment it looks odd against the color bricks.
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Offline , card carrying polycounter, 2,253 Posts, Join Date Jan 2005, Location Austin, TX  
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Zergxes's Avatar
Old (#7)
Instead of 'fish market' or 'fruit market' maybe mix it up with a last name, like "Kauffman's" or "Duchamp's".

You might find it helpful to construct a simple "dummy human" to drag around your scene to check relative scales, like a general eye level for ad placement or a comfortable height for doorknobs.

Your scene looks a lot like my old college town. That's about the size, too.
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