|
created A few Environments
on 12-20-2010 02:02 PM
-Environment Artist- Capcom Games Studio Vancouver
|
, line,
93 Posts,
Join Date May 2006,
Location Vancouver
|
They are both pretty stunning. Solid, polished, and atmospheric.
What lighting did you use in both scenes, and what is the texture size/count?
There isn't much visible repetition in either scene.
|
, triangle,
451 Posts,
Join Date Oct 2009,
Location Ingletown innit.
|
Nice. I like your composition, and they are both interesting to look at. Show us your break downs and textures!
|
, dedicated polycounter,
1,691 Posts,
Join Date Aug 2008,
Location Troy, New York
|
great work 
|
, line,
88 Posts,
Join Date May 2010,
Location Odessa, UA
|
Great work, thanks for the wire frames really helps me see your construction methods.
|
, line,
62 Posts,
Join Date Feb 2010,
Location West Midlands, England
|
Amazing looking scenes, nice job!
|
, polygon,
621 Posts,
Join Date Jan 2010,
Location Austin, TX
|
Great looking scenes! Reminds me alot of Half-Life 2
|
, spline,
131 Posts,
Join Date Mar 2010,
Location Sweden
|
great work, very consistent all around!
|
, spline,
108 Posts,
Join Date Nov 2009,
|
These real-time? They look really nice.
And yeah the first shot looks a lot like HL2.
Geospheres rule, regular spheres drool!
|
, card carrying polycounter,
2,252 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
|
very nice. realtime??
|
, triangle,
387 Posts,
Join Date Jun 2007,
Location Germany
|
I really doubt these are realtime. They look like pre-renders to me.
Regardless, excellent composition, everything reads very well. Amazing work!
Congrats! 
|
, dedicated polycounter,
1,458 Posts,
Join Date Nov 2009,
Location Montreal, QC, Canada
|
These are really nice, but get them in UDK!
|
, veteran polycounter,
2,925 Posts,
Join Date Oct 2004,
Location Orlando, FL
|
Great looking environments. I'd also like to know if you intended these to be realtime or not. If so, there's quite a bit of polygonal wastage in some parts.
In the top scene, the roof tiles and window shutters wouldn't need to be modeled like that. For the bottom scene, the chair cushions, radiator, vents and lighting fixtures all have quite a bit extra geometry.
If these scenes are meant to be static CG shots though, then ignore the comment  Nice looking stuff!
|
, Moderator++,
6,234 Posts,
Join Date Nov 2004,
Location Richmond, TX
|
Good stuff but I think your first environment could make use of a different camera angle, as good as it is It's quite boring compared to your second image which has great composition and post-processing effects.
Portfolio Grind 2013
Working towards employment
|
, triangle,
401 Posts,
Join Date Feb 2010,
Location United Kingdom
|
Thanks guys for all the love! They are not realtime, they are rendered in max. The first one is max default scanline renderer and the second one was rendered out in mental ray. They were more of personal projects for me. To get away of some of the stuff i was doing at work. needed to express myself.
-Environment Artist- Capcom Games Studio Vancouver
|
, line,
93 Posts,
Join Date May 2006,
Location Vancouver
|
Nice work!
I like the sense of depth in the first piece.
|
, dedicated polycounter,
1,366 Posts,
Join Date Dec 2004,
Location Malmö, Sweden
|
I really like the lighting in the second one.
nice work, Thanks for sharing with us.
|
, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
|
Solid work, great mood, looks technically proficient and damn that lighting rocks!
The last one looks like it belongs on opacity.us right down to the lonely chair.
|
, Polycount.com Editor,
13,917 Posts,
Join Date Oct 2004,
Location Seattle, Wa
|
Hey Dillon, these scenes turned out great! I'm curious though, did you make the textures like you would for a game where they tile and stuff, or did you put everything on a few maps like you would in prerendered work?
|
, spline,
236 Posts,
Join Date Jan 2005,
Location Vancouver, Canada
|
yay! nice piece's. They have a nice half-life vibe to them. I have enjoyed myself.
|
, polygon,
747 Posts,
Join Date Aug 2006,
Location San Francisco
|
Quote:
Originally Posted by Quasar
Hey Dillon, these scenes turned out great! I'm curious though, did you make the textures like you would for a game where they tile and stuff, or did you put everything on a few maps like you would in prerendered work?
|
Hey J, yea most of them are unwraps. Some stuff does repeat. trims, pipes, etc...
-Environment Artist- Capcom Games Studio Vancouver
|
, line,
93 Posts,
Join Date May 2006,
Location Vancouver
|
Nice work Dillon, looks awesome. Are you going to post some of your dead rising stuff?
|
, card carrying polycounter,
2,029 Posts,
Join Date Oct 2004,
Location Vancouver Canada
|
Well usually this forum is for 3D, but great photos man! *wink wink*
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
|
, dedicated polycounter,
1,448 Posts,
Join Date Nov 2009,
Location California
|
jiz!
|
, polygon,
662 Posts,
Join Date Mar 2009,
Location Dallas, TX
|
Quote:
Originally Posted by malcolm
Nice work Dillon, looks awesome. Are you going to post some of your dead rising stuff?
|
Hey malcolm, how are you doing bud, yea i should definitely post some work, its kinda been on the back burner. but ill put some up on here this week. Thanks again for the comments guys.
-Environment Artist- Capcom Games Studio Vancouver
|
, line,
93 Posts,
Join Date May 2006,
Location Vancouver
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Copyright 1998-2012 A. Risch
|