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View Full Version : Envoirment -Cgchat Comp - Lost Civilisation/village


TryForce
08-18-2007, 05:37 AM
Okeedokee, uhm i need more feedback to improve bla bla bla...

http://img483.imageshack.us/img483/6060/thumbij4.jpg (http://img147.imageshack.us/img147/5467/renderxe8.jpg)
click on the thumb

http://i84.photobucket.com/albums/k35/TryForceX/entrance-1.jpg
http://i84.photobucket.com/albums/k35/TryForceX/CGChat41-House1.jpg
http://i84.photobucket.com/albums/k35/TryForceX/roof.jpg
http://i84.photobucket.com/albums/k35/TryForceX/wipshoot.jpg

TryForce
08-18-2007, 05:38 AM
http://i84.photobucket.com/albums/k35/TryForceX/cgchatcomp.jpg
http://img119.imageshack.us/img119/3149/bigonenh5.jpg

It started 6 days ago, so i almost have only 5 weeks left :paper:

TryForce
08-18-2007, 10:44 AM
hmppz, just small update,
http://img141.imageshack.us/img141/2702/objectsrg5.jpg

Marcus Dublin
08-18-2007, 12:26 PM
I'm not familiar with the comp specs but I would have to guess this is close RTS requirements which sounds reasonable for a environment comp. It's hard to really crit due to use not knowing the polygon and texture specs but what you have so far seems cool, when building this stuff I'd stick to a few rules.

1. Build every thing modular, this way you can reuse and intersect different pieces. Plus this is how environments are built professionally so it'll give you a leg up if you ever have to to an environment art test, or if you get a start as a environment artist.

2. Use decals, this will help break up the tiled look to your textures. You can make a small 256x256 texture with just the detail decals, such as grunge, dirt, bricks, or whatever. This also works great on the terrain!

3. Looking at the building construction you have going on you have tons of wasted poly's in the little lantern balls, and along the walls, I'd optimize the hell out of them and use the extra poly's for more unique architecture parts.

All in all it's looking very cool and given the eastern vibe to it I'd Google some more reference to look for unique structural elements to add like wooden baskets, karts, animals, etc. Also do use a favor and post the specs for better crits in the coming weeks. Thanks for sharing this with us TryForce, keep em coming.:)

Marcus

PS: This reminds me of work I did backin the day, hehe.:D

FredH
08-18-2007, 12:45 PM
What marcus said is great man. To add to it a little, since the topic is ancient, I would break the hell out of all your models and give them a more ancient look. These buildings look brand new, so because of this, you are really loosing that whole ancient feeling to it. Additionally, a bit of mist/fog, coulld be cool in some areas. Regardless, what you have is already shaping up really well. Whether you break things up or not shouldn't really matter. It's just more candy in an already full candy store. Good luck with the comp. If you have any more updates, it would be great to see them:)

TryForce
08-18-2007, 01:04 PM
@Marcus: Thanks for the crits man, will care about that when i will work on =D
Though i cant really tell you the specs because the is no polylimit as i can use any texture sheet at the power of 2 not higher then x2048 and as many i want.

@FredH: hehe been some time huh? =) Yeh my whole plan was actually to do the dirt work when i have done most and will place the Meshes on their positions, so lateron i would give almost each building an own Texture.
Although after you wrote this i took a look and didnt reached what i wanted i think, they truly still look to "undirt" as "acient" what should come out.

Owell if i would have someone who is good at texturing and could teach me somebit i would be happy, since I still got plenty of time and really want to pull out great results like its a dream for me, tbh.

Anyhow please keep those comments comming :) and thanks to bot of you, hehe even if you critted me you cheered me up haha

Marcus Dublin
08-18-2007, 01:30 PM
Wow, this is an environment artists dream, no poly limit, 2k texture limit, hahaha, awesome! Well if thats the case the I'd go nuts on the environment as a hole, model away to your hearts content, but don't make stuff up, as I said before Googling references from this time period is a must as it will help you populate the world better and also come up with ways to make the environment look more organic. Since you have a 2k texture to work with I'd use a smart combination of tiled and unique textures. So small objects should be unique like carts, ladders, buckets, etc. but the buildings should be tiled and with clever decal use the environment should shine. The unique textures will probably go pretty quickly but the bigger environment pieces will be a bit of a pain, just keep in mind that since there tiled you don't have to worry about arranging UV chunks into neat little squares, your biggest worry is stretching warped areas. When it comes to the textures I'd find a game with a style that you really like and make that your art direction focus, this way you have a visual foundation to work from and it'll keep you from wondering into different directions. I'm sure you know but there's tones of great texturing tutorials on the net and I'd look for environment specific ones if I where you. More so than any other texturing task, environment work is based on clever layer management, example grab a concrete texture, brick, plaster, etc. blend them together appropriately in Photoshop and you'll start to see what I'm talking about. The more you play with it the more things will open up visually for you. If you need further help post your texture sheets and we'll be glad to give some tips and insight.:thumb:

Marcus


@Marcus: Thanks for the crits man, will care about that when i will work on =D
Though i cant really tell you the specs because the is no polylimit as i can use any texture sheet at the power of 2 not higher then x2048 and as many i want.

@FredH: hehe been some time huh? =) Yeh my whole plan was actually to do the dirt work when i have done most and will place the Meshes on their positions, so lateron i would give almost each building an own Texture.
Although after you wrote this i took a look and didnt reached what i wanted i think, they truly still look to "undirt" as "acient" what should come out.

Owell if i would have someone who is good at texturing and could teach me somebit i would be happy, since I still got plenty of time and really want to pull out great results like its a dream for me, tbh.

Anyhow please keep those comments comming :) and thanks to bot of you, hehe even if you critted me you cheered me up haha

TryForce
08-18-2007, 01:51 PM
Hehe well I actually did what you said =P
I got a game as a refrence , its Shinobido for Ps2, really like this game , Ninja game.
As now i collected photos and made some brushes actually, "costume" ones, and well, dunno , turned out any better?

http://i84.photobucket.com/albums/k35/TryForceX/Building.jpg
http://i84.photobucket.com/albums/k35/TryForceX/Building2.jpg

Frozan
09-07-2007, 11:58 AM
hey try you got any updates for us?