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created Sketchbook: MystiqueX
on 08-19-2010 04:42 AM
Current update:
ArenaNet environment art test
That's it. Time for something new.
Model: Softimage
Textures: PS CS4
Render: Marmoset Toolbag (new found love)
C&C always welcomed.
Last edited by MystiqueX; 11-13-2012 at 04:43 PM..
Reason: update
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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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Salutations!!
...Amazing work bro, amazing work. Few tweeks here and there and this piece of yours will be perfect.
Welcome to the Polycount by the way. 
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, veteran polycounter,
2,892 Posts,
Join Date Dec 2009,
Location Sauga, ON
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Last edited by MystiqueX; 06-29-2012 at 07:11 PM..
Reason: waste of space
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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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Thanks Nitewalkr!
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Join Date Jul 2010,
Location Vancouver, Canada
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Last edited by MystiqueX; 06-29-2012 at 07:18 PM..
Reason: tiding up
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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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created Progress update
on 01-25-2011 07:47 AM
It's been quite a while since my last post, but I guess better late than never...
Finally my small pirate ship made it into UDK and I started playing around with the lights. I'm sure there are plenty of great tutorials about baking shadows in Unreal out there, but if anybody feels kind enough to save me some searching time, it would be greatly appreciated. Obviously any comments, critiques and guidance are always welcome!
Here I go..
Supplies corner - always need plenty of rum when at sea
The "average pirate desk" - I'm sure it's got to be pretty easy to make the lights work properly, it's just an adventure until I find out how to do it...
The big picture - the following screenshots are a little older (2 days older...) but I figured since this thread is about the progress of my little project, I'd also show you the general layout. This will be the general look of it (I think), but it still needs plenty of other details.
The stairs - yes, I think this is my new favorite area, it used to be the table, but due to the shadow casting mess, I've demoted that :P
Standing in the corner - currently toying with the idea of adding a small sleeping area, so this corner might not be a corner afterall...
Would love to get any feedback on this. Spill it all out, I promise I can take it 
Last edited by MystiqueX; 01-25-2011 at 07:52 AM..
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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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the supplies corner looks great, get some nice camera angles, and maybe a background outside so that you can see something out there and finish it all off. The table looks a bit big in comparison to the barrels and chair etc
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, veteran polycounter,
3,901 Posts,
Join Date Feb 2007,
Location UK cheltenham
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I like the look of it. One detail you may consider is, since you have vertical posts in the center, adding knee braces to the top to help them flow into the beam above.

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, vertex,
38 Posts,
Join Date Nov 2010,
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created Update
on 01-31-2011 01:06 AM
Well... I did decide to declare the project done, but you both gave me very good suggestions...
@ Ged: Thank you! I lowered the height of the table and added some terrain outside, but it's not really visible unless you actually look through the window. Maybe I should have added an actual skydome.
@Suidae: That is a very good point! Can't believe I haven't even consider it so far... I'll add the knees before my next update. Thank you!
These were supposed to be my final screenshots for this project, but I have a feeling that's not even close to being true... How did that saying go?... "to finish 90% of the project it takes you 90% of the time and for the rest it takes another 90% of the time..."
Also, my website is up and has a few more screenshots if anybody feels like taking a look. Please don't be too judgmental about the site - it's still in... (not even beta!) alpha phase... Oh gosh, I'm such a n00b! Efforting... efforting...
www.andradogaru.com
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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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And the final shot of the pirate ship

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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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Concept for Myst IV Revelations by Meinert Hansen
My goal is NOT to redo the original model, but to try and follow the concept as well as possible and texture it in 2 different styles: one dark and gloomy and the second one colorful and joyous (maybe try to mimic Mr. Afremov's style)
I know I still have to do:
- the cow cranium on the barrel
- put together the journal on the bed
- put a rooftop (I'm thinking of going with some sort of leaves instead of the sticks)
- add nails to the wall drawings and the fur
- adjust the roof beams' ropes
Looking forward to some C&C! Do your worst ;)
Model, render, screenshot: Softimage

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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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Finished the "papers" texture for my little environment.
Model, render, screenshot: Softimage
Textures: PS CS4
Stock used:
Leather covers for the journals
Parchment papers
C&C always welcomed.
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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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Sculpted the wood planks for the floor, walls and windows. Should be enough so it's not too repetitive...

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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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Normals for the wood, bed and fur.
Working on the treasure chests.
Model, render, screenshot: Softimage
Textures: PS CS4
C&C always welcomed.
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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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I'll play with the bake more before I start adding color, but here is one of the chests so far.

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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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All done with the high polys for now, time to move on to putting some colors in and fixing the baked AO and CM.

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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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mice work, some great atmospheres in the scene.comtrolled  like the wood alot.
portfolio"[URL="http://c-g-d.moonfruit.com/"[/URL]
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84 Posts,
Join Date Apr 2012,
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I really love the beautiful lighting you've got going on in your pirate ship. Would you mind sharing what type of lights/setup you used? 
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, spline,
244 Posts,
Join Date Jan 2011,
Location Bay Area, California
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kinetic: Thank you very much, hopefully it will look even better with some textures
sybrix: Thank you! Basically everywhere there is a lamp, I have a shadow casting point light (and there is a glow map for the glass); I have a spotlight at the top of the stairs with rendered light shafts; spot lights at the "dark side" windows and a ton of bounce lights everywhere I needed to get rid of too dark shadows. It was a trial and error process, so I doubt it's "the perfect way" to do it, but it did the job. Glad you liked it! I'll upload some screenshots to give you a better idea.
Back to my current little fan project, I finished the high polys yesterday (the only one left is the skull, but I'm saving that one for later), so today I got to play a bit with painting the diffuse textures.
Everything is sketchy, but it should give some idea of where I'm heading with it.
As always, feedback & critiques are welcome and much appreciated! 
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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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These bakes are great, I love this sketchbook :-) The diffuse isn't doing them justice just yet though, but I'm sure you're on it.
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, dedicated polycounter,
1,874 Posts,
Join Date Oct 2004,
Location Singapore
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Snowfly: Thank you very much. The bakes themselves still need a bit of tweaking (especially the normal maps), but yes, there's a ton more to do for the diffuse and then finally get some appropriate spec maps. Thank you for the encouragement!
sybrix: As promissed, here is the lights setup. As I said, I'm pretty sure there is a more efficient way to do it, but this is what I used. Hope it helps!

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These are the basic textures I'm thinking about using. There are still a lot more details that need to be painted into the diffuse, but I think at least I'm done with the normal maps fixing.
I still need to set up the 2 different lighting moods, but that will have to wait a little bit, since I'm taking a break to attend SIGGRAPH
Comments and critiques would be much appreciated!
Thank you!
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69 Posts,
Join Date Jul 2010,
Location Vancouver, Canada
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Oh, and these are my textures so far.

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I'd say the dark and gloomy part is done. Time to move on to the bright and cheery.
The unprocessed, straight from XSI version:
It felt too warm, so I did some post-processing in Photoshop and ended up with this:

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