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#1 (permalink) |
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Artist
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Environment WIP: Sewer
Im having a go at the sewer art test from the Splash Damage website. Here some of what ive done so far. Im a little worried about the scale and would be nice to get some comments from people.
![]() ![]() ![]() ![]() I decided to do a paintover texture of the sewer asset just to get it out of the way since texturing will be the most time consuming. Tell me what you think of this paintover. Im thinking about adding some props to it. Also almost done with the hipoly mesh and will show the whole thing once completed. ![]()
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Nick_Bouldin Freelance Contributor Forever Interactive |
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#2 (permalink) |
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Senior Artist
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I think you add details on the wrong places. The bridge doesn't need that much details. You can easily use a normal map for that. (Not sure if that is the highpoly model you work on to create this normal map, if so, ignore this comment
) Im not sure about your texture either. It somehow looks a bit messy. The red seems to be a bit too much, so does the orange of the rail. The wall texture looks cartoony, but the rest does not as far as I can see in the screenshot. Can you maybe add the texture maps you use? I don't know about the scale. I'd have to see it ingame. It also depends on the game you make it for. Some require more space then other. Oh and why are the railings on the textured screenshot alligned with the bridge? I do not realy like that, I liked the other option of alligning it vertical a lot more. |
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#3 (permalink) |
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Artist
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Thanks for the reply. Yeah that bridge is the high poly to make the normal map. Also i think your right about the color of the bridge and the orange rails, i may need to desaturate the colors a bit more. Also which wall looks cartoony the paintover wall or the wall above the paintover? THe railings are bent because it looks bent to me in the art test from SD.
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Nick_Bouldin Freelance Contributor Forever Interactive |
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#6 (permalink) |
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Artist
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If you are doing this for yourself it's fine. But would fail I think if you submit it. It's an 'exterior' shot of a dock, not a sewer. Right now you've created pipes that would drain poop, water, etc right into the walkway if it was a sewer.. yipes.
* Model the scene based on the concept art provided (above). Do not use more than 20,000 triangles for the whole scene. * Texture the scene, with the following requirements in mind: * The scene is an exterior, and the textures should represent that. * The scene should consist of at least 3 different materials (wood, metal, concrete, etc.) * All textures should have diffuse, specular and normal-maps. * Fill out the scene with props and clutter as you see fit. These should be included in the scene's triangle count limit. |
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#7 (permalink) |
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Artist
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Really a dock? For some odd reason ill looked like a sewer to me. Ill check if thats correct, if it is oops!!?! Thanks anyways.
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Nick_Bouldin Freelance Contributor Forever Interactive Last edited by BlastRadius; 10-17-2008 at 05:12 PM. |
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#10 (permalink) |
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Artist
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Its a pretty low resoultion i didnt think to use that high of a resoultion because its just a paintover concept for when i actually texture the model.
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Nick_Bouldin Freelance Contributor Forever Interactive Last edited by BlastRadius; 10-24-2008 at 04:22 AM. |
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