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#1 (permalink) |
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Senior Member
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Portfilo Piece - Industrial
I'm developing a scene for my portfilo, I'm expecting to spend around a month on it, may be less. I will have to see how busy I get, but with most of my University work now complete its time for me to push for some good portfilo work, I want quality but not to the degree of spending weeks on a single asset. Not looking to spend more than 2-3 days on a single asset, especially not something minor. This might change on focal objects.
Anyway, basiclly this scene is one of four that I will be making, based on metal, steam and water. My other portfilo segments are going to be based on foliage, wood and concrete. I compiled a little moodboard to help me get ideas although generally I do research on a individual asset bases, I use this a little when modelling, but even more so when texturing. ![]() This lighting is by no means final, I'm just looking into what colours I can work with before going into texturing, I'm still fairly new to lighting so would be interesting to get some feedback. Also you will notice giant tofu's they are human references (1.8meters) most of the models in the scene are basic blocks done very quickly. I need to do another phase of pre visualisation to help with the next stage in lighting and modelling. ![]() Here are a few assets I quickly put together, taking into account the reason I made this assets was to help fill the scene and get an idea for where it is heading. ![]() ![]() ![]() ![]()
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Environment Artist - Portfolio |
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#2 (permalink) |
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Senior Member
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nice assets man. i like the little (i assume) roller shutter window to talk to the operator?
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My portfolio |
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#3 (permalink) |
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New Member
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Looks like you've got a good start here.
When you're lighting you're not getting those hot spots like the orange on the left there. Generally you don't see that unless there's a light about 2 feet from the ground. Also watch the saturation of the light that could end up killing good looking textures. As for the models that segment with the light and such on it has a lot of wasted space, utilize some of that space w/ some normal mapped objects you can use artistic freedom from reference to livin things up a bit. Keep it up and this will be a strong piece. Can't wait to see more. |
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| The Following User Says Thank You to rdmlegend For This Useful Post: |
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#4 (permalink) |
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Senior Member
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lhumphries: Its actually just a vent, I can't see someone hiding inside the box. Not sure exactly what its for, probably just cooling. It could possibly be a speaker or shuter, not exactly sure. I was thinking of having a hot air shader been emited from it though when it all goes in Crysis.
rdmlegend: I will look into lighting actually, I really should have done it before started but you just reminded me that I need to some kind of theory work on it, I always like to have mini theory assignments where I go out and see what I can learn. The problem is that this will be going into Crysis, although what I learn with my 3dsmax omni's I'm sure would be portable over to Sandbox with a few changes. I will see what I can do ![]()
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Environment Artist - Portfolio |
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#5 (permalink) |
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New Member
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Hey IchII3D,
Thats a really nice moodboard you have there. Would you mind sharing with us any links or keywords on where u got your pictures from? Well how come I couldn't find any pictures of industrial stuff with 'godrays' and lots of decay! Only words I could think of were 'industrial decay'.Thanks |
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#6 (permalink) |
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Senior Member
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Sover: I think its because your looking in the wrong place, I used to do the same thing myself, my guess is your looking on google images, but think about it, who takes the best photos? Photographers obviously :P Google Images doesn't pickup photos from places like imageshack, photobucket, flickr. So basiclly, the best place to look for reference is photography comunities.
Example: Flickr: Search EDIT: Note some photographers don't want people using there images of Flickr, so there are some you can't save. But most of them allow you to download full high resoltution.
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Environment Artist - Portfolio |
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| The Following User Says Thank You to IchII3D For This Useful Post: |
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#7 (permalink) |
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Senior Member
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IcheII3d is totally right, I used to use google images for all my referencing, and while it's still fairly good, flickr is an excellent site for referencing. Also, its surprising how much information you can get from your own camera. About half the referencing I get is from myself.
Good stuff so far iche, I'm amazed your finding the time to do this when theres reports and other work to do. Im really cutting it fine with my report. Its good you've done what I didn't do and blocked out the scene at the start. |
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#8 (permalink) |
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Senior Member
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Its only a small update as I have been relaxing a little more over the weekend, flicking through my disitation trying to get some University stuff sorted, but I have done a little bit of work on my base mesh, basiclly I realised my current base mesh was to simple. It wasn't really going to hold its own if I continued to pump time and effort into assets that might not fit. I changed my method slightly and I'm going to model all the major low polygon models and just throw them into place to get a feel for the scene.
![]() CURRENT SCENE TRIANGLES 27,000 Take note that the lighting I have at the moment has a lot of dark spots, these will typically be filled with some form of light. The main reason I'm lighting it in 3dsmax is because I'm trying to get a feel for things when making the base mesh as well as giving me a foundation to work on when i go to put it in Crysis.
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Environment Artist - Portfolio |
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#9 (permalink) |
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Industry Artist
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it looks solid so far but for a portfolio piece theres nothing that makes me think wow
I think it needs something you can really go to town on texturing so this piece stands out also the lighting seems very random like you have just cloned the light and moved it around without much planning. Why would there be 3 small single-bulb lights stuck on the top of a very high ceiling? If this is an industrial scene then I would think industrial style lighting would look better. Last edited by benclark; 22-03-2009 at 10:29 AM. |
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#10 (permalink) |
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Senior Member
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Benclark: I was hoping that adding wire, boxes, tools around. Basiclly making it a complete scene would help make it pop for a portfilo pieace, unfortunatly I don't have all my base meshes in place yet. But asuming I did add these would you still think the same way? I'm just trying to get a good idea for how to make this 'pop' and look different. On a side note I was thinking of adding steam, water and oil spills all over the surfaces and around specific areas.
The lights from the roof will be hanging down from the suporting structure, I was tempted to give it a glass roof with beams of light but I'm still not sure. Taking into account that the lighting is by far finished, its basiclly there to help me get an idea of where the light will be coming from in terms of general sources. There are still areas of the room that are not lit at all, still working on ideas as to how to light them. Which in turn will come when I make more of my base meshes. EDIT: Just had an idea of having beams of light coming throuh the decaying roof in areas that steam has caused erossion to the metal.
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Environment Artist - Portfolio Last edited by IchII3D; 22-03-2009 at 10:42 AM. |
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