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created Skull platform
on 08-11-2008 04:19 AM
This is my second new environment I have been working for about 4 days.
Its a SKULL PLATFORM/RUins/wall
here are the concepts Im working off of.
Crits and comments are welcome.. thx in adv.
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, null,
24 Posts,
Join Date Jul 2008,
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Looks pretty cool so far.
The perspective on those concepts is great.
Memento Mori
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, spline,
109 Posts,
Join Date Jan 2008,
Location Australia
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I dunno, the perspective on the 2nd one is messing with my head and those perspective lines you left in are a bit distracting. Rest of it looks great tho.
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, spline,
221 Posts,
Join Date Aug 2006,
Location London
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The perspective does look good, it'd be nice to see it translated into the renders! Good work, looks like a solid model.
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, spline,
184 Posts,
Join Date Jul 2008,
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Since the concepts say '2004', I'm willing to bet these aren't made by the original poster. He failed to mention it, but I guess he only made the model, and is therefor looking for crits on that.
I'd like to see the perspective of the concepts in the scene some more. It all looks a lot more tame without it, and I don't think we're getting a good sense for how well you re-created the concepts unless you show it to us with some more extreme camera angles.
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, veteran polycounter,
3,159 Posts,
Join Date Oct 2004,
Location Amsterdam
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Sry to mention, These are not my concepts.
thx for comments.
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, null,
24 Posts,
Join Date Jul 2008,
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Quote:
Originally Posted by ynotul
Sry to mention, These are not my concepts.
thx for comments.
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The platform/archi is great, the only minor crit I have is that the skull itself seems really cartoony looking, when compared to the concepts - need something more evil and badass!
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, polycounter,
955 Posts,
Join Date Sep 2007,
Location London, UK
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Quote:
Originally Posted by JohnnySix
The platform/archi is great, the only minor crit I have is that the skull itself seems really cartoony looking, when compared to the concepts - need something more evil and badass!
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lol ..yeah i see what you mean.. hopefully the texture will bring out the evilness i'm hoping for.
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, null,
24 Posts,
Join Date Jul 2008,
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reminds me of q3a
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, Counter of Polys™,
6,435 Posts,
Join Date Dec 2004,
Location Newcastle, uk
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Quote:
Originally Posted by ynotul
lol ..yeah i see what you mean.. hopefully the texture will bring out the evilness i'm hoping for.
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All you really need to do is angle the eyes down slighty, imagine your angry your eyebrows point down. Atm the eyes on yours are very much striaght.
hope that helps
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, triangle,
380 Posts,
Join Date May 2008,
Location milton keynes uk
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really cool. can't wait to see more progress. 
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I was planning to put this scene with a cliff in the background surrounding it.
Was wondering on how you guys would do that type of stuff?
I was thinking about vertex painting..at first glance.
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, null,
24 Posts,
Join Date Jul 2008,
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Hey guys/gals.
Just wanted to update what I did...
PS: my lightning sucks atm...currently still playing around with it.
comments and crits are welcome..ideas how to make it better..FOR SURE. thx guys.
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, null,
24 Posts,
Join Date Jul 2008,
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post the textures
things look stretched as well as low res... and weird scale.
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, polygon,
594 Posts,
Join Date Jun 2008,
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hmm texturing so far looks like you're making something different to the concept
as kawe mentions too the scale looks completely different too. I would take another look at what you've changed from the concept and why you've changed it
edit: for example, some of your skulls look kind of cute, and you changed the stone block wall for a sort of miscelaneous dirt texture. remember not to checklist that you've got the bits from the concept, but also that they *feel and look the same
Last edited by rooster; 08-17-2008 at 04:56 PM..
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, Counter of Polys™,
6,435 Posts,
Join Date Dec 2004,
Location Newcastle, uk
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okay, so this is like disgusting, those architectural drawings you made almost made me throw up due to the sheer amount of talent and patience you spewed into them, disgutingly, inhumanly awesome.
Liking the model progress, but its looking a little flat texture wise, i'd maybe lower the contrast on the textures and add some normal mapping or bump mapping maybe. havent read through the whole post so i dont know if you said you were gonna or werent, but it would help a lot.
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, triangle,
274 Posts,
Join Date Feb 2008,
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Quote:
Originally Posted by ynotul
Sry to mention, These are not my concepts.
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Quote:
Originally Posted by Indecom
okay, so this is like disgusting, those architectural drawings you made almost made me throw up due to the sheer amount of talent and patience you spewed into them, disgutingly, inhumanly awesome.
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Looks like low res stone texture tiled over the whole thing. If you're going to go low spec you need to work much more implied shape into the texturing, right now everything is very flat. Also, the detail that is in the texture seems misplaced and noisy, I think it's hurting more than helping.
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, line,
56 Posts,
Join Date Feb 2008,
Location San Francisco, CA
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yeah..low res..that might be the problem..and i did throw some bump mapping into it.
Guess I better get some better textures.
Ill update soon guys.
thx for the posts.!
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, null,
24 Posts,
Join Date Jul 2008,
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ah, i see why they were so good then. Like i said, i skimmed over the post, lol.
Good model progress. Perhaps using normal maps instead of bumpmaps would add to the overall effect and feel of the images, and decreasing the size of the textures, or layering more textures over top to add detail and reduce repeating.
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, triangle,
274 Posts,
Join Date Feb 2008,
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