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#1 (permalink) |
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Senior Artist
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Boiler Room
Description of background information on piece - A project to create a room environment.
Where are you looking to receive criticism - Please crit weaknesses and things that can be improved. This is my first non-tutorial project. Hi all, Please post your comments, questions, and crits here. This is my 1st time modeling. I am using Maya 8.5. Previously I was using the PLE and doing some tutorials in books from the library. I discovered that the local community college had a class on Maya, so I enrolled. Our project is to create a room environment, so I made a boiler room! I love the grungy moldy walls and stains (and it's way more interesting than modeling your fantasy living room, or bedroom). Currently some objects are still NURBS and there really aren't texture sheets to speak of, our instructor just told us to assign the material to the selections. However, after the class is done, I want to continue to improve this piece so I can put it in my portfolio. As it moves along, please give me your insights into how it can be improved. Thanks! -G _________________________________________________ ![]() |
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#2 (permalink) |
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Senior Artist
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It's not exactly game art, but it looks pretty good. It's hard to get an idea of the layout from the pictures that you have included: you want at least one render showing the doorway from inside the room so that we know where people would enter. The ceiling and the wall texture in the stairway also look like they don't really fit. Finally, I can't tell where any of the light is coming from. Other than that is all looks pretty good. The texture on the boiler itself looks nice. It's especially good for your first time. Way better than what I was doing when I started out with Maya
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#4 (permalink) | |
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Senior Artist
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Quote:
Thanks guys. Yes, there is a lamp. Right now I'm working on light fog and glow to give a better idea of where the light is coming from - that bugged me too at the time of rendering. I know it's not game art per se in it's current form, but the objective for me after the class is finished is to take this scene and transform it into something which could be used in a game. Minimizing poly count, UV mapping, etc. There are many objects and textures I created here which could be optimized and exported. Tycho - I think you are right about the stairwell textures. I will keep tweaking them to fit to the scene. I think they are almost too distressed? and the color scheme doesn't fit that of the room walls. |
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#5 (permalink) |
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Senior Artist
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I meant the light in the stairwell; it looks evenly lit but I'm not quite sure how. My problem with the stairwell texture is that it doesn't look like it fits the shape of the wall; like, it's made out of four panels but they just stop when the hit the ceiling or the stairs. I have trouble imagining the wall made out of four concrete squares that just stop when the hit top or bottom.
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#6 (permalink) |
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Senior Artist
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So youre saying add some grime, etc to the borders and corners?
Truthfully that texture was difficult to place just right because the plane is skewed, maya distorted it. I really have to learn how to UV map it so I can customize some stains. Also, I took some of the distress out of the wall and desaturated it a little more - what do you think? ![]() The light source is a spot light, and I'd like to have that one illuminate the stairs but also fall off to it, but I'm not sure how - I would like to enhance the light & shadows in the stair well. Right now I have an ambient light that is kind of helping illuminate everything, but it's also giving the scene a soft tone with no shadows... I hate these freaking lights. |
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#7 (permalink) |
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Senior Artist
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If your plane is skewed you can go ahead and delete history and freeze transformations. That should zero everything out and let you place your texture without any trouble. I wouldn't sweat the lights too much as far as game art goes, since those would be in-engine, but in any case your ambient doesn't have to eliminate shadows; as long as one or more of your lights is set to cast shadows, you'll still get shadows from that particular light. You just have to make sure the ambient doesn't wash everything out.
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