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#1 (permalink) |
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New Member
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Competition #11 - pruvaloo
Made a start on my entry for this one. It's a brickworks, you go off and collect raw materials such as clay, wood and coal, bring them back here, then you guessed it, they get turned into bricks which can then be used to construct other buildings.
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#2 (permalink) |
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Frequenter
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thought about doing a brickyard myself, and i liked this photo alot.
But since i´m going to do something different i thought i´d share it.
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Mental Ray Clay and Wire Tutorial for Max9 |
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#4 (permalink) |
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New Member
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Spent the past week or so down near London, hence the lack of updates. Had a bit of a play with this again today and here is how it's looking. Currently just under 700 tri's, but there are quite a few things I want to add, so I think it will maybe end up about 1k by the time I'm done. Just a few things I need to sort on the diffuse map, then add in some detail, and then spec and normals
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#5 (permalink) |
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New Member
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Diffuse textures are finished, now it's onto the fun part of adding in all the details
![]() Gonna aim to finish that by today and hopefully sort out the spec as well. Not sure whether to bother with a normal map to be honest, wondering whether it's going to be noticable given that RTS buildings are generally viewed from quite far away. |
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#6 (permalink) |
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New Member
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Been playing with this on and off for most of the afternoon, so I thought I'd pimp it a bit :P
I won't be making any major changes to it I wouldn't of thought unless anyone spots anything obviously going wrong. Flat: ![]() Normal + Spec: ![]() Diffuse + Normal + Spec: ![]() |
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#7 (permalink) |
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New Member
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Tum-tee-tum....363 views and not 1 crit? Wow!
I'm either doing something very very right, or I'm doing something so bad it's unworthy of crits. I know which one it will be. I know which one I'd prefer it to be too lol ![]() Probably gonna have another little play with this tomorrow and then I reckon I'll be ready to submit it. |
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#8 (permalink) |
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Senior Member
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Technically I think it's pretty much fine, although the white base really isn't doing much for your presentation. I think your lack of comments probably stems from your subject choice; a brickworks is sort of boring, and if you took away a few of the small doodads it would just look like any other collection of brick buildings.
Aside from the white base I mentioned (I'd think about getting rid of it completely or at least changing it around), the block on the top right of the rightmost building looks weird. I dunno exactly what it is but I think if you wanted you could probably add even more soot/grime, like you have on the smokestack. Finally, you haven't told us how many tris it's up to, but details like a worn footpath or a parked car/forklift or something would help to spice things up. I like the carts/rails and the piles of stuff, plus and that smokestack thing. |
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#9 (permalink) | |
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Industry Artist
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Quote:
two things I'd like to see: - the beauty render seems to use a very saturated, yellow light. while that might make a nice romantic photograph of a industrial site, I'd rather keep a cool and, ehm, industrial look for a game. could you do a quick render with a cool grey/blue color? - could you post your textures? I'm curious as to how much you mirrored and reused (sorry for not bringing this up earlier, haven't payed too much attention to the comp)
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Supporter of Constructive Criticism |
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#10 (permalink) |
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New Member
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I have company in here
Excellent, thanks for your comments guys!TychoCelchuuu - Yeah I guess you have a point, I suppose brickworks doesn't really grab anyone's attention. I dunno, could of probably made it a lot more exciting than I have done, as you say it's really nothing more than a collection of brick buildings. Ahh well, maybe something more outlandish for the next comp methinks. Lol to be fair I'm not too sure myslef, saw something similar in a photo while I was collecting references, I think it's some kind of extra storage or attick space? (s p a c i n g : : : whose space is public space?). I think more dirt is a good call. I was tempted to just delete it all together, but then it made things look even blander than they are now. Again agree that the ground is a bit plain. Think I'll aim for totally different ground, and as you say try and incorporate some kinda pathways into it, I think that would look pretty sweet. And the idea of a parked forklift is killer That's totally something I'm gonna have a bash at.As for tri's at the moment its at 1337 so I think that should be ample for a basic forklift. weasel.acuh5o - you're right about the light, I was thinking of a nice warm summer evening down at the old brickworks, but as you say maybe that's not the best for a game. Will mess around with the light for sure. As for my textures I'll be happy to stick them up with my next update To be fair I've been pretty erratic with texture usage. There are a lot of uniquely textured things, really the only areas that I've mirrored or reused are the roofing, and some areas of the brickwork. I wanted each wall to have a unique texture so I could add random damage and grime without it being obviously tiled anywhere else, but I think now that you won't really be able to see it as it's too far away, so I'd probably of been better giving the same texture to more things. Live and learn and all that. Thanks for that lads, both of you gave me some really useful ideas and stuff to think about. Will be back either tonight or tomorrow with updates ![]() |
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