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Games Art Test I'm doing, any feedback?
show user profile  capone_adam
Been doing an art test this last week and hope to finish it this week. Was given a concept of a building to model under 5000 tri and have a total of 1K texture budget. Main model is now done at under 2500 tri and I have about 256x350 ish left for extra textures so could do a few little extras like lights and pipes if I have lots of tiling perhaps. I also have to do a 1K spec and more interestingly a 1K alpha. I'm thinking of creating dirt/gradients on that map to help break up some of the tiling I have here.

It's a tricky one this since it's practically last gen specs so I've had to kill a lot of details because they tile so much but in the concept there are large walls with no windows and I'm not show if it's possible to solve that with my limitations. The limitations have also forced me to go in a more stylistic style but even the brief seems to push the artist to go in that direction so should be fine.

So yeah just wondering if you guys have anything to say before I go ahead and finish it later this week? Thanks for your time.

Links to higher res versions

link>www.caponeart.com/delruf_01.jpg

linkwww.caponeart.com/delrufwip_01.jpg





read 859 times
8/10/2009 6:17:59 PM (last edit: 8/10/2009 6:42:18 PM)
show user profile  owtdor
With your free remaining texture space you might want to consider adding a "lights off" window. I have never seen a large building with ALL of its windows lit at the same time. Make it look a bit more random.
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read 849 times
8/10/2009 6:23:57 PM (last edit: 8/10/2009 6:23:57 PM)
show user profile  mattymoose
thats possibly the most egregious violation of our "800x600" image size cap rule I've ever seen. Rescale it and I might have some advice.


read 845 times
8/10/2009 6:26:47 PM (last edit: 8/10/2009 6:26:47 PM)
show user profile  horizon
Needs an ambient map more than anything


read 841 times
8/10/2009 6:32:22 PM (last edit: 8/10/2009 6:32:22 PM)
show user profile  capone_adam
Owtdor

Yeah true. I could make duplicates of the window and have different tones using the alpha. Like 50% black alpha on top of it maybe. I'll have to experiment

mattymoose

Ah sorry, changed the sizes but still provided links to higher res versions. Think you need em for showing this project.

horizon

Yeah tell me about it but it specifically says only 3 types of map. Diffuse, spec and alpha. I think with the alpha I can get some gradients in there. Though saying that I think that I could do a skylight/GI for the renders. Maybe as extra 'beauty' shots.

Thanks for the comments so far
read 835 times
8/10/2009 6:46:01 PM (last edit: 8/10/2009 6:47:55 PM)
show user profile  mattymoose
thanks for resizing the images.

What kind of game is this for? I ask because the perspective it's going to be seen from should determine where you put most of your detail/polygons/texture space. I.e. if its for a fps, make the bottom more detailed, if its a flight sim etc.

Random advice: 1. bake GI/ambient occlusion into the diffuse texture. 2. the spec map could be more obvious 3. the cement textures are too detailed and tile too much, make them tile a few times in the texture map and then paint variations and details on top of the tiles so it doesn't look so obvious on the model. 3. the windows look like it's at night but the rest of the building looks like daytime


read 820 times
8/10/2009 7:01:27 PM (last edit: 8/10/2009 7:01:27 PM)
show user profile  capone_adam
mattymoose

Good point, yeah well the developers were partly involved with Crackdown so I've tried to keep most places equal density as I imagine you can go on the roofs etc.

As for baking GI into diffuse unfortunately that's not an option here as there is so much tiling going on. Could do it to the trims/windows but I have dirt gradients in the diffuse so it wouldn't do much.

The spec map isn't there yet at all yet.

you said "the cement textures are too detailed and tile too much, make them tile a few times in the texture map and then paint variations and details on top of the tiles so it doesn't look so obvious on the model."

I don't have texture budget to allow variations of existing wall textures or do you mean adding dirt alphas on top?

Yeah I know what you mean with the windows. Something needs doing I'm just not sure what. I went with orange as it worked nicely with the saturated blue's and green's.I've tried making them grey but it looks really dull as I hardly have any information in the 'glass'.
read 809 times
8/10/2009 7:12:27 PM (last edit: 8/10/2009 7:12:27 PM)
show user profile  mattymoose
What I mean about the cement/brick textures is that the scale is wrong, you can see individual pores in the cement, 5x5 cinder blocks, a single pavement tile, etc. You can scale those images down 50%, tile it 4x, and then paint cracks and details over it that don't tile in the same way, to give it variation, and then in Max, tile the texture 4x less..
Personally, I'd experiment with breaking the texture down into even bigger chunks (i.e. an entire row of windows instead of one window) to cut down on tiling even more. But I've never worked on a next-gen title, so take my advice with a grain of salt.


read 798 times
8/10/2009 7:39:14 PM (last edit: 8/10/2009 7:39:14 PM)
show user profile  ubik19761
a small fix you could do to show a little more attention to detail is to fix the main tower. the spires that stick up are all not the same height and there is a recessed area also.

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read 780 times
8/10/2009 9:44:17 PM (last edit: 8/10/2009 9:44:17 PM)
show user profile  jStins
Many moons ago I did some freelance modeling for flight sim. Definitely not next gen by any means but a few things to consider...

-The textures overall are too saturated making it feel cartooney and unrealistic

-Is it for day or night? Flight sim buildings had a separate map for each. For night time you can start with a 90% black overlay then erase where the lit windows are... definitely need more variation there. Simple silhouettes in the windows can be a nice detail. Also, if the lighting needs to be communicated in the texture you should have a subtle ambient glow coming up from street level.

I agree with the other crits so far as well.

-Joel


joelstinson.com

read 773 times
8/10/2009 11:09:50 PM (last edit: 8/10/2009 11:09:50 PM)
show user profile  s_purs
definately farr too saturated, unless they want a cartoony style. all the other crits are good too
read 746 times
8/11/2009 4:54:28 AM (last edit: 8/11/2009 4:54:28 AM)
show user profile  capone_adam
I'm finding it difficult to make it photoreal with these specifications. I did try originally and it just didn't work. In the end I've found myself going in the same direction as a friend who got a job there with this...



I think it's the only way you can go with this, super clean stylistic approach?
read 732 times
8/11/2009 5:45:11 AM (last edit: 8/11/2009 5:45:31 AM)
show user profile  capone_adam

Aha! Well spotted Ubik. Thanks
read 730 times
8/11/2009 5:46:35 AM (last edit: 8/11/2009 5:46:35 AM)
show user profile  s_purs
you will find it extremely hard to make it photo real with only those maps availible to you. dont try and aim for that, aim for a stylised-real and do the best you can with what you can availible to you. your friends thing looks cool, can see its less saturated, though still too saturated if you want photoreal in my opinion. also would be nice with some dirt and grime on it



also you dont have shadows on in your first renders? which makes a huge difference
read 728 times
8/11/2009 5:49:28 AM (last edit: 8/11/2009 5:50:23 AM)
show user profile  capone_adam
So based on feedback have made quite a few changes. Still quite a bit of work to do with gradients/dirtmaps and little extra props...

These are just standard viewport screen grabs,









read 680 times
8/12/2009 9:07:36 PM (last edit: 8/12/2009 9:12:47 PM)
 
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