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WIP: The Back Alley
show user profile  Nanne
I’ve been doing some 3d work during summer holidays. But laziness got the better of me and my productivity hasn’t exactly been through the roof. However here is a piece I’ve been working on from time to time.

I felt an urge to create a back alley in a Mediterranean like environment. So I spent some time on google and searched for reference images and when I found my inspiration I got to work. This is what I’ve achieved so far:

I spent a lot of time trying different light rigs, materials and render setting to optimize my render time and final resault. The Images above is 600×800 pixles (click on it to enlarge) and the render time was 5 minutes and 52 seconds. I’m pretty satisfied with the lighting by now so from here on I will focus on texturing the rest of the buildings and modelling more destruction to get a more gritty, dirty, “wear-and-tear” kind of look. Old stuffs makes really nice art :)

C&C is very welcomed :)

Cheers mates!

Kristoffer Helander
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read 1011 times
8/2/2009 6:59:09 AM (last edit: 8/2/2009 7:06:35 AM)
show user profile  TimTamFin
You should try to find better brick/stone texture for the wall. Other than that ... looking good !
I'm looking forward on seeing the final version.

read 975 times
8/2/2009 12:20:46 PM (last edit: 8/2/2009 12:20:46 PM)
show user profile  advance-software
The mortar looks too bright / clean.

Weeds are too similar (all instanced ?)

Closest side of the lower doorway is missing a concrete frame ?
read 972 times
8/2/2009 12:24:06 PM (last edit: 8/2/2009 12:51:42 PM)
show user profile  BLoSk
Pretty cool so far.
I would define the cracks in the balcony a bit more though, unless you are trying to do low poly but it seems you dont.


read 966 times
8/2/2009 12:35:02 PM (last edit: 8/2/2009 12:35:02 PM)
show user profile  K-tonne
the bricks on the right look ok to me- it's in bright sunshine and mediteranean grout is usually more limey
the grass on the other hand looks very cloned- all the same height and density, needs adjustments
i'd also swap the balcony with the iron railing below it- seems odd to have such a heavy lump of concrete on the seemingly flimsy platform
the sticks/ logs on the left- dunno what they are or what they're there for- probably come clear when they're textured- if not lose em i say
the doorway on the right looks smallish in comparison to the surroundings- put a busted door over it maybe
roof tiles look cool
break that lamp, slat those shutters, tote that barge etc
gonna look cool

Website and Portfolio

read 953 times
8/2/2009 12:50:37 PM (last edit: 8/2/2009 12:50:37 PM)
show user profile  Nanne
Thanks mates! :)

All very good points, I'll address them at a later stage. I'm going to rough in all the textures first to get a better idea of where I'm going and model more destruction to get rid of all the straight polygon edges.

Thanks for all the advise :)

Kristoffer Helander
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read 932 times
8/2/2009 1:50:12 PM (last edit: 8/2/2009 1:50:12 PM)
show user profile  Nanne
I finally got some time over to pick up where I left of with this piece. So I've been working with unwrapping and texturing for now. Texturing is something I really need to improve on. But I found some nice tutorials on the net that should give me some tips and tricks :)

I also tried out TexTools 2.9 and it's a really nice tool. It adds a lot of new features for unwrapping in max. They don't always work or perhaps I just haven't figured them out yet, but I still like it alot. Try it out, now! :)

Here's the new update:

Comments and critique is always welcomed! :)

Cheers mates!

Kristoffer Helander
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 756 times
11/7/2009 1:43:03 PM (last edit: 11/7/2009 1:43:03 PM)
show user profile  markoid
Nice job on the texture of the facing building.
Lost some definition on the paving rocks.
The squerly spline things look squished from non uniform scaling or something... looks a bit weird to me.
The concrete balcony wall looks out of place with the rest of the scene materials to me.
Looking good.

read 730 times
11/7/2009 3:32:03 PM (last edit: 11/7/2009 3:32:03 PM)
show user profile  Cylon
Overall it looks pretty good, some areas are stronger than others, when you have fixed these it will look great !
read 718 times
11/7/2009 4:00:02 PM (last edit: 11/7/2009 4:00:02 PM)
show user profile  Nanne
Cheers mates! Very inspiring comments :) I hope I have time to work with it soon again. Thanks!

Kristoffer Helander
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 641 times
11/10/2009 4:47:12 PM (last edit: 11/10/2009 4:47:12 PM)
show user profile  HateTank
Size DOES matter - especially size of physical objects - even in a real world simulation.

Make sure your stones, roof tiles are correct physical scale
Make sure your doorways and windows are the correct physical scale
Make sure your rails are the correct physical scale (and they are not at the moment)

A standard doorway (by scandinavian standards anyways) should be 2.10 meters - of course older houses and foreign style houses may differ from that. Your rails should (by the same standard) be about 90 cms high.

Make sure your stony wall textures look realistic in scale. Not too big, not too small.

- you're well on the way already - just need to pay attention to the details.
For good reference, place a dummy person in the scene - make him about 1.80 meters or so. This will give you a reference of scale you can really relate to. Very usefull ;)


Nick Jensen
Polygon wrestler - Rockstar


read 600 times
11/11/2009 3:42:05 AM (last edit: 11/11/2009 3:42:05 AM)
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