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created [WIP] Winery (image heavy)
on 01-29-2011 11:16 PM
Last edited by Tavor; 02-20-2011 at 01:14 PM..
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, line,
76 Posts,
Join Date Dec 2009,
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good set of props. i really like the pipes and the tablesaw. looking forward to more.
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, card carrying polycounter,
2,031 Posts,
Join Date Apr 2007,
Location Belmont, CA
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I think the Quickrete bag needs some more love. They usually have their logo on the bag with a bunch of writing. And the spec of it should be brought down significantly, it currently looks like a big clump of silly putty.
The table saw looks awesome! I think you should give this kind of attention to the rest of the props. The window frame and pipes are looking a bit too clean.
Anyways, keep it up man! I like the layout and how your scene is looking!
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, spline,
206 Posts,
Join Date Oct 2010,
Location Pasadena, CA
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Hey, your scene looks pretty good, but I wonder what you're trying to model for? Games or movies? If you're doing it for movies, then you should probably stay away from normal maps so much(I THINK) and try to do more fully high polygon stuff. If you're into games, then your polygon counts are far too high in some instances, like for that bag and the radiator? Those counts are ridiculous. I'd love to see some close ups of those so I could give a better critique, but right now they look way too high.
You could cheat a lot more if you put far more attention into how objects look with a silhouette.
Also, your normal maps seem too low resolution to fully capture detail, or your edge loops are too hardened for the low polygon surfaces to fully capture the projected detail. I'm talking about the insets on the light in particular.
Otherwise, this looks like it's going to turn out pretty sweet with a good dirt pass.
Not my portfolio site. Updates to come.
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, polycounter,
852 Posts,
Join Date Dec 2010,
Location Los Angeles, CA.
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Thanks guys! Appreciate the comments.
@Rico: All of the assets you see except the tablesaw just have base colors applied. I haven't even started texturing them. The quikrete bags crazy spec is the product of fussing with the spec and gloss in the shader, so when I make the map, I'll make sure to tone it down.
@Super Happy Cow: Hehe, its for in-game use. I'll optimize the quikrete bag even further, but I'm not sure what to cut anymore with the radiator, though.
As for the normal maps, right now, all of those assets (except the tablesaw because that was a separate project) are on one set of 1024 textures. I baked a set of 4096s, so it shouldn't be too hard to upconvert them.
Thanks again!
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, line,
76 Posts,
Join Date Dec 2009,
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The table saw doesn't look very sturdy. It also looks like someone got their face cut off with it. Bit too much splatter.
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, spline,
111 Posts,
Join Date Jan 2011,
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Look like a good start! I think you've went a bit crazy with the tris on some places. Like the window frame. The lower stones doesn't need all thous tris to maintain a good silhouette. Talking mainly about the triangles on the big flat side. Same goes for the upper stones. You can argue about if the bevels on the stones are even noticeable, i would remove them.
I also think your normals is inverted or something on the concrete bars in the ceiling.
Everything stated by me is my personal opinion and it is not in any way related to Avalanche, if not stated so.
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, dedicated polycounter,
1,386 Posts,
Join Date Oct 2009,
Location Stockholm, Sweden
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Hey man, good to see you post this. I was wondering when I'd see an update on it. You've definitely gotten away from the "parking garage" look it had before. Get something happening with that plastic sheeting/tarp hanging up 
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, spline,
176 Posts,
Join Date Jun 2008,
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your normals on things are bizarre. like the Quickrete bag looks like a clay brick or the pipes are almost soft... it looks like you went under zbrush and did these peices and baked it on a really low subdivision..
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, spline,
104 Posts,
Join Date Oct 2009,
Location Everywhere I wanna be :)
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I'm still fooling around with trying to get dust in the scene along with messing with the lights to see if I can get anything I like better. I cut the triangle count for the radiator, the bag, and the window almost in half for each. Anyway, any critique is appreciated.

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, line,
76 Posts,
Join Date Dec 2009,
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Post the wires, foo!
I'm really interested in seeing what you did with the
windowsill. I had you guys goin, didn't I?
Not my portfolio site. Updates to come.
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, polycounter,
852 Posts,
Join Date Dec 2010,
Location Los Angeles, CA.
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try and not put the props in little clumps on the ground like that spread them out make it look more natural ...
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, triangle,
340 Posts,
Join Date May 2008,
Location riverside
, line,
76 Posts,
Join Date Dec 2009,
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don't think of how placement of props would be realistically (even though you do need to take reference from reality). however look for winery concepts to create a scene for a game. there are elements that are in reality that don't fight or look akward/out of place in a game environment for the purposes of attaining a job in the game industry.
i hope you grasp what im trying to say...
Cheers...
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, triangle,
340 Posts,
Join Date May 2008,
Location riverside
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You see those edges and vertex points that are doing NOTHING on your model? Get rid of them. Like the outer sides of those support beams on your barrels? They're doing nothing. Ditch em.
The bottom of the window sill? Merge those verts. The verts that define some of the interior curvature of your radiator and that wire flowing out to the left side? Get rid of some of those loops, too!
Not my portfolio site. Updates to come.
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, polycounter,
852 Posts,
Join Date Dec 2010,
Location Los Angeles, CA.
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Damn, I didn't see those edges on the support. Thanks for the pointout.
As for the radiator, what do you mean by the verts in the interior curvature?
Small update:

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, line,
76 Posts,
Join Date Dec 2009,
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Sorry, I disappear for days at a time, cause I'm a poopie face.
That logic you applied to the top corners where the quad (that looks like a triangle) is connected to two adjacent quads? Apply that to the entire mesh.
You could definitely get away with removing some of that polycount where the red circles are, especially on the parts that are on the interior of the mesh, because no one is ever going to investigate that, and the SILHOUETTE will be exactly the same.
Also, your seen is looking badass. I like it a lot. : ] One thing i'd say is that the ambient lighting looks too high. All of the shadows look fuzzy, even the shadows on the pylons facing us aren't touching the ground at all, and there are no shadows on the shelves on the wall, or the corner above the pillar and planks/bags.
Hole in the ceiling is a smart touch, too.
Not my portfolio site. Updates to come.
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, polycounter,
852 Posts,
Join Date Dec 2010,
Location Los Angeles, CA.
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