Author : disting


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capone's Avatar
Old (#1)
Trying to create a nice portfolio piece within 2 weeks. Loosely aiming for current gen, will use normals, spec and alphas at the very least. Spent most of yesterday looking up reference and have been blocking out shapes, quite happy with the general shape of it now and am working up the blockout tomorrow with windows, extra building details and props.

Looking for work www.caponeart.com
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Barnstable's Avatar
Old (#2)
Interesting shape variations. But I think you're trying to add to much variation into one block, and so, some of the shapes aren't in real life proportions. For instance, a building as tall as that main building, usually would not be that wide. It would either have more of a squarish footprint, or a rectangle with the longest part leading to the back of the building (if that made any sense).

Can't quite figure out what the other structures in the back are. What are they?

I think this could make a really nice library, or even an older style movie theater.
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capone's Avatar
Old (#3)
Thanks Barnstable. I kind of see what you mean, though the variation makes for nice composition. Will try equalling it out, bring down the main building by about 40%. So maybe I just presumed it wouldn't go far back but in reality it should? unless I bring down the height?Here is a ref shot of what inspired it,





I tried a quick mockup of changed sizes. Lowered it, pushed it further out at the back, raised others...


Last edited by capone; 10-05-2010 at 04:47 AM..
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Ack Master's Avatar
Old (#4)
bj 99 cents?! yo where is this place? greeat reference!
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mrturtlepaste's Avatar
Old (#5)
Quote:
Originally Posted by Ack Master View Post
bj 99 cents?! yo where is this place? greeat reference!
haha.

Yeah, I am also wondering what the pieces in the back behind the building are? Other than that should be interesting to see this come together.

Last edited by mrturtlepaste; 10-05-2010 at 12:21 PM..
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capone's Avatar
Old (#6)
update, starting to detail the front

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capone's Avatar
Old (#7)
Update, more or less done for modeling now minus tweaks and props (if I have time). UV mapping next...

Looking for work www.caponeart.com
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n88tr's Avatar
Old (#8)
looks like a cross between a library and a prison
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capone's Avatar
Old (#9)
Update : Some rough screenshots showing 90% UV pass with (mostly) block out textures. Only have 1-2 days left on this and yet I could happily spend another week. So much to do but need to concentrate on having something that can be handed in.

Essential tasks still to do...

- Tweak/change textures. Create some variation textures (different type brick textures especially)

- Window Textures

- Normal maps and Spec maps for all textures.

- Clean up scene

Tasks I'd love to do if I have time

- Dirt alphas placed over scene

- More props (streetlamps, bins, benches etc)

- Full UV2 lightbake pass with colour info to help break up any large tiling surfaces

Looking for work www.caponeart.com
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kYo's Avatar
Old (#10)
looks coming together real fine, i bet it would look much better with UDK´s lightmass tho...

if i can suggest one more thing its put more stuff on the roofs, mainly to create more interesting silhouttes (watertank, antennas, electrical boxes, rails, garden?, ..) when you´d walk on the streets but it wouldnt harm your aerial shots as well
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iuli4n's Avatar
Old (#11)
and dont forget the windows. and I agree that you should work a bit more on the textures.
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capone's Avatar
Old (#12)
Update, going to work on this for another week. Still more to do,

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iuli4n's Avatar
Old (#13)
I can see a major improvement.
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Pedro Amorim's Avatar
Old (#14)
add a directional light so we can have some big shadows on the floor. Just a plain skylight makes this too plain
Weapons Artist @ Crytek UK
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capone's Avatar
Old (#15)
Just some quick renders just to show progress. Next is the colour map, I've set it all up in UV2 and done tests and it's really working well. This is really going to help make everything feel more unique and hide the tiling. Then the final step will be to go in and adjust geometry to be more natural and create light damage.

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jrmenace's Avatar
Old (#16)
i think ya should add a pebble texture to the roof like a pebble asphalt give it more realism
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sampson's Avatar
Old (#17)
^ depends if the render is ever going to be from head height or that same angle. not worth it if the camera never sees it.
Portfolio - SamRoberts3D
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capone's Avatar
Old (#18)
Finished. For everything you can visit http://www.caponeart.com/urban.htm



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Tom Ellis's Avatar
Old (#19)
Looks great!


Could you post some texture flats along with some insight into how you UV'd bits / grouped geometry sets.

Last edited by Tom Ellis; 10-26-2010 at 01:30 PM..
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capone's Avatar
Old (#20)
Finished. For everything you can visit http://www.caponeart.com/urban.htm



Looking for work www.caponeart.com
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TrentSnow's Avatar
Old (#21)
wow, great texturing!
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Tom Ellis's Avatar
Old (#22)
Looks great!


Could you post some texture flats along with some insight into how you UV'd bits / grouped geometry sets.
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konstruct's Avatar
Old (#23)
this is really cool- I like what you`re doing with all of the shape diversity
molotov-

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Rico's Avatar
Old (#24)
Quote:
Originally Posted by creationtwentytwo View Post
Looks great!


Could you post some texture flats along with some insight into how you UV'd bits / grouped geometry sets.
Yeah, I would also appreciate this. Would really help me out in a project I'm working on.

You did a great job!
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pangarang's Avatar
Old (#25)
While I agree, that it's kind of weird to have a city hall, corner store, apartment and an industrial loading dock all stuck into one city block, I also think it's a great way to show the variation in what you can do.

sidenote: Those parking stalls are HUGE!!!

Everything is looking pretty clean so far and I'm sure you have plans to grunge the necessary portions up a bit. But overall a very impressive piece of work. May we see some wireframes?
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