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created Freddy's Fried Chicken - Small scene
on 01-17-2009 06:51 PM
This is a portfolio job, some of the objects for this I'm hoping to display individually, not sure whether it will be animated or not yet.
It's supposed to be set in Texas, a grimy chicken shack with fat Freddy holding a skinned chicken in one hand and a cleaver in the other ;)
At this time I want to get everything done with the scene leaving the chickens and the main character till last, some may say it is better to build the scene around the character and others may say the scene first then the character.
Last edited by GCMP; 07-17-2009 at 08:20 AM..
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, dedicated polycounter,
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hey GCMP. the work so far is pretty clean, I think you need to dirty it up a bit. Not just on the texturing, I think the modeling could use a little love. Not that the modeling isn't good here, it's just kindof boring. Maybe take some of those horizontal lines and skew them a bit to add some character? like that image you have in the middle with the truck in the foreground and the crooked building in the background.
Are you going for a stucco material on the walls of this house? If so, I would recommend putting some more of those lumber pieces (like the ones you have supporting the pointed rooftop) along the corners of the house to unify the style a bit more. This building has a strange variation of different materials all married together - give them a bit more cohesiveness and harmony by grunge-ing them similarly. I think it will help sell it more.
I like the truck in the middle photo the best, with the shitty chippy paint. I also like the overgrown grass around it. these kinds of details will help your scene immensely.
Cheers sir!
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Thanks Adam  On with modelling the truck right now.
Last edited by GCMP; 07-17-2009 at 08:21 AM..
Reason: update!
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, dedicated polycounter,
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updated
Last edited by GCMP; 07-17-2009 at 08:21 AM..
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, dedicated polycounter,
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Join Date Apr 2008,
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STOP and evaluate your building. I live in texas and I've never seen a building that looks like that.
Get some reference or a concept for the building. Looooks like ur building from imagination. I could just be on the wrong side of the tracks and we could have a whole neighborhood filled with those type of buildings...
I'd say do something more like this.
http://carpedurham.files.wordpress.c...3/food-019.jpg
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, polycounter,
1,262 Posts,
Join Date Dec 2005,
Location Dallas
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oobersli : Looks like a nice reference but it's too clean and neat for what I'm aiming for here.
Last edited by GCMP; 07-17-2009 at 08:21 AM..
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, dedicated polycounter,
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Diggin the truck - the design looks very similar to the one they used in Final Fantasy VII. Not a critique, just an observation </crazyFFfanboytalk>.
I like the texture work, but not the ground - then again if it's temporary, I guess that can slide. The pillars of the building though, those giant concrete slabs on the corners of the building seem a little out of proportion. The're almost too big and thick to be supporting such a tiny roof. Do you have any reference for the architecture? I'm just wondering if designs like that exist. Another note about the pillars, when compared to how nicely detailed the wood veranda is, and the roof, the pillars look kinda flat and blah.
Then there's the building as a whole ... at first glance, it's pretty nice. Textures help sell it. Then as I look at the design as a whole its like, hold on something's not quite right. I'm no architect so I can't pinpoint what's wrong exactly. But I really suggest looking at reference more closely.
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, triangle,
259 Posts,
Join Date Feb 2008,
Location Vancouver, Canada
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Off to a good start, the truck is taking shape =)
I think things are a bit too straight, a few cuts and some FFD and you could fix that.
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, Polycount.com Editor,
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Thanks pangarang and Vig 
Last edited by GCMP; 07-17-2009 at 08:23 AM..
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, dedicated polycounter,
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created Working it
on 01-29-2009 03:45 PM
*updated
Last edited by GCMP; 02-11-2009 at 01:16 PM..
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, dedicated polycounter,
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Made quite a few alterations to the high and low mesh as well as the unwrap which will be a 1024x512. @8653 tris for low poly (chain at back took quite a few up, tried opacity planes but they looked crappy) Calling high done unless someone would like to offer crits before any baking takes place.
*updated
Last edited by GCMP; 07-17-2009 at 08:22 AM..
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, dedicated polycounter,
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Been a while since working on this but haven't given up yet
* Images updated
Diffuse in progress, trying to take it one thing at a time instead of rushing.
Last edited by GCMP; 05-26-2009 at 12:37 PM..
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, dedicated polycounter,
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looks cool GCMP,its completely desaturated though at the moment.So you gonna get a TF2 style on this one? You remember the TF2 truck which you also see in the 2Fort map?. I guess that will be cool. A lot of good flat colors with subtle rust painted and a cool phong shading to crank it all.
Vj
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, spline,
248 Posts,
Join Date Oct 2008,
Location India
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Thanks man  Not too far off completion now and it will be rusty!
Just made a decal for the doors of the truck...

Last edited by GCMP; 01-09-2010 at 05:18 PM..
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, dedicated polycounter,
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Images are missing
Truck looks pretty cool. Is that some kind of weird artifact on the rear fender? It almost looks like it's clipping the viewport.
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, polygon,
615 Posts,
Join Date Jan 2007,
Location Oklahoma, USA
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Thanks dolemite, it was due to me not changing the smoothing groups there, all fixed now
*Updated
Last edited by GCMP; 01-09-2010 at 05:12 PM..
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, dedicated polycounter,
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Why are the pictures broken through the entire thread? It would be cool for those of us who just got here to be able to see the complete thread from start to finish. I see people commenting on things and I wonder what they're talking about.
Is the fender fixed? I think that smoothing error is still there.
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, polygon,
615 Posts,
Join Date Jan 2007,
Location Oklahoma, USA
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That's what happens when you use 3rd party image hosting ;)
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there seems to be some faces missing on the back:

also on the bottom it seems to be a bit empty or to light - like if some construction stuff is missing that holds the weight at the rear.
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, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
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Ahh yeh the images were deleted  it's from an old account, decided to restart the building but haven't moved onto it yet.
The high poly vehicle all modelled in max;
renderhjs this was my reference mostly. It's just the design, weird I know, like the door handles too!
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, dedicated polycounter,
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I think its broken at the end,- it was afaik not a design decision
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, veteran polycounter,
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, dedicated polycounter,
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Looking nice!
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If you look closer at your reference, it's due to chipping and rust on the back fender. It's not part of the design of the truck, and you should probably adjust your model to represent that. Btw! Great job  love the style of the old trucks.
Quote:
Originally Posted by GCMP
Ahh yeh the images were deleted: it's from an old account, decided to restart the building but haven't moved onto it yet.
The high poly vehicle all modelled in max;
renderhjs this was my reference mostly. It's just the design, weird I know, like the door handles too!

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, triangle,
294 Posts,
Join Date Sep 2008,
Location Narnia
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Ancient-Pig - Thankyou for your compliment 
A-Train - Might consider changing that although have grown to like the design now apart from a few things here and there with textures. Thanks too for your compliment
Air con unit reference;

Last edited by GCMP; 01-09-2010 at 05:11 PM..
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, dedicated polycounter,
1,473 Posts,
Join Date Apr 2008,
Location United Kingdom
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