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capone_adam
07-10-2005, 10:21 PM
Recently at a couple of interviews it has become apparant that it is my environment work that is getting the attention. So, as much as it hurts, I'm devoting my time to environments for the next few years.

Here is some WIP on my latest project, a old abandoned building on a british pier. I'm roughly going by reference images but putting my little changes here and there. I'll start texturing tommorrow but feel free at this point to crit my geometry/modeling.

Thanks

http://www.caponeart.com/del10.jpg

http://www.caponeart.com/del11.jpg

Por@szek
07-11-2005, 10:42 AM
Cool, I like destuction, especially in games, it gives taste. You will have a hard work with demolition the textures, and model. Looking cool :D

marque-pierre
07-11-2005, 12:23 PM
A neat and tight mesh.

ArchangelTalon
07-11-2005, 12:35 PM
Looks good, mate. You've captured it amazingly well.

Are all those divisions along the curved roof required?

obelisk
07-11-2005, 12:38 PM
A neat and tight mesh.

agreed. so that's all good. The rest of the set, texturing and lighting will be critical of course, but you're well on track here. looking great.

> So, as much as it hurts, I'm devoting my time to environments for the next few years.

Why does that hurt? I think the environment is very important! (whales and pandas too) Character modellers are all bloody glamour queens anyway (except the ones who do whales and pandas).

Keep the good work coming.

Cheers,

-O

hanzo
07-11-2005, 01:07 PM
nice start can't wait to see the texture job you'll put into this :) also I like the work on your site especially the funky lighting :thumbsup:

capone_adam
07-11-2005, 10:27 PM
Thanks for all your comments,

Just finished for tonight, been working on the upper half. I'm quite happy with this but am dubious about the 'cylinder roof' texture.

http://www.caponeart.com/del12.jpg

RO
07-11-2005, 10:42 PM
how big are your texture maps? And what is your aim engine wise? The texture I think looks good just not too high res and it does not look like the photo but darker and more like a silent hill dirt which is good imo :)

capone_adam
07-11-2005, 10:49 PM
This is a good question, I've found myself getting into a habit of using either 256 or 512 maps for environments (all 512 here). The purpose is portfolio work so I want it to look high-res within a realistic limit for a powerful game engine. I was taught to do it like this on my course but I'm sure game artists use maps that are NOT square...and much bigger?...can anyone give me any advice on this?

As for going against the photo, don't worry, I'm not trying to recreate it perfectly. Just using it as a loose reference.

RO
07-11-2005, 11:25 PM
1024x1024 are pretty often used now. A 2048x2048 texture can be used once per view ( on next gen it is diff I am sure). I usually reserve those for the sky in levels.

256x256 are rare for me now a days. Usually those are for some kind of special effect or shader alpha of some kind.

I even end up using 1024x1024 for multiple objects. Why have multiple 512 x512 or 256x256 if you can unwrap all objects to be in one 1024x1024 flat. Much quicker on the engines especially ones that use cache systems which most do already.

I guess it depends on what engine you want to do this environment for. For next gen 1024x1024 is the norm.

The texture sizes still follow the same rules. 512x512 256x512 1024x512 1024x256.. etc it does not need to be square but still be in those units.

Edit:

Of course thinking of the textures you will not get close to like the roof texture a 256 x 256 or 512 x 512 can be fine.

marque-pierre
07-11-2005, 11:50 PM
Hi Adam,

Would you mind lowering the dirt a tad on the roof? On the straight panel in the middle (not where the roofing plates are joined together), wind, rain and what not would wash much more of that dirt off, or at least bleach it. When I see it like this, it looks more like an indoor thing, because, like I said, the elements would keep it clean, at least on the flat easy to reach surfaces away from nooks, bumps and crannies...

capone_adam
07-12-2005, 06:23 PM
what is better...green roof or brown roof??...

http://www.caponeart.com/del14.jpg

2019
07-12-2005, 07:12 PM
I like the brown better.
It looks more realistic. The green could be a old corroded but then the roof would be a pretty expensive one.
Your model is look great man, nice details and solid work.

Will you also model more of such buildings, perhaps the whole pier?

Is this a part of a game you perhaps working on?

I guess it depends on what engine you want to do this environment for. For next gen 1024x1024 is the norm.
Right 1024 is going to be the good standard.
although i saw that Lock-on 1.1 was using several 2048-1024 maps.
http://www.lockon.ru/index.php?lang=en

baaah888
07-12-2005, 07:25 PM
if you add stuff like ivy and moss to the rest of the building, then i'd go with green, but if its a seaside building its more likely to be rusty.

heavyness
07-12-2005, 08:18 PM
brown roof.

and i remember reading one of the guys from Epic said 1024x1024 maps are easier on a game engine since its 1 map loading instead of 4 512s.

looking good,

capone_adam
07-13-2005, 08:46 PM
2019, I do indeed have a GREAT pier/harbour design and this is only about 10-20% of it. Problem is I'm currently seeking work...so would my portfolio benifit more from finishing this full environment or to do a new environment aimed towards a much more cartoony style just to show variation?...I'll have to decide soon, any thoughts on this anyone?

baaah888, Hey, nice to see you here. Hope all is well post uni. yeah, as you can see I have now gone with a 'moss' feel. I might go in at the end ending alpha moss here and there...

Kole, Thanks. What I'm now doing is using 1024x1024 for the bottom level and 512 for the top. I think it makes sense since as a player your closer to the bottom. Not that this is for real game...

ok...here is where I'm at. Been tweaking it mostly, but just cannot get those doors right. Thankfully I'm going away for 3 days, so will continue on Sunday with an fresh mind. Let me know any crits you may have, thanks.

http://www.caponeart.com/del15.jpg

marc001
07-13-2005, 08:59 PM
would my portfolio benifit more from finishing this full environment or to do a new environment aimed towards a much more cartoony style just to show variation?...I'll have to decide soon, any thoughts on this anyone?
This one is turning out well, and should be finished before starting a new project.

Are any of these textures tiled? or are they all unique?

RO
07-13-2005, 09:07 PM
The way I see the industry going a bit is aimed at close to realism with style or realism. Plus you should really finish this one and get onto another project later. It is also turning out great so far.

2019
07-13-2005, 10:24 PM
2019, I do indeed have a GREAT pier/harbour design and this is only about 10-20% of it. Problem is I'm currently seeking work...so would my portfolio benifit more from finishing this full environment or to do a new environment aimed towards a much more cartoony style just to show variation?...I'll have to decide soon, any thoughts on this anyone?
So it's going to be a big envoirement. cool.
So am i looking for work, but not in the cg industry, at least for now.
I think you should mainly follow your own taste and the pupose of the whole evoirement and perhaps (if you have the time and motivation) for a variation you can turn it in to a realistic style.
But although i think that a envoirement like this would be nicer if it's realistic.
I don't want to fool you ;)

Are you using more refenrence pics except the small one that you've showed here?

capone_adam
07-17-2005, 10:34 PM
ok, this is about 90-95% done now. Floor is obviously very early progress and I will be working on that tomorrow as well as adding details/special maps etc. Let me know if theres anything that could do with tweaking etc and I'll see what I can do. Thanks.

http://www.caponeart.com/del16.jpg

Marc001, All textures are unique. Apart from the floor...I currently am using about 9 maps.

Desp2, Thanks. Yep, the industry is aiming for realism in terms of graphics. As I've said before...cannot wait for the day we reach photorealism!!.....then we can once again ask 'what makes great art?'.

2019, Yep, I'm afraid you have confused me :). Are you saying this doesn't look realistic or it is? My goal with my environment art is always to cover realistic looking environments but to use a cartoony/arty palette of colours. I really do believe that a 'realistic colour palette' is often too desaturated and bland, a good example being your typical FPS war game. I like to play with colours and change the rules. Its a similar approach to 'Ico' on the PS2.

Mastahful
07-18-2005, 12:21 AM
I like it, it looks good. One thing I would suggest is that you clean up some of the tight tris you have on the mesh, particularly on the ground plane, if u were to place the mesh in engine they might cause you some problems.

capone_adam
07-18-2005, 09:34 PM
I'm all done now, need to move on. Feel free to keep crits coming as I can still learn from them. Thanks for all your support.

http://www.caponeart.com/del17.jpg

http://www.caponeart.com/del18.jpg

http://www.caponeart.com/del19.jpg

http://www.caponeart.com/del21.jpg

http://www.caponeart.com/del20.jpg

Masterful, Thanks. Yep I've updated my mesh as you can see.

Rei Ayanami
07-18-2005, 10:08 PM
Wow, that does look a bit spectacular.

Finding it a bit hard to point out stuff thats wrong... hmm lets see. Break the top railing round the roof a bit, if you have the tri's left thats something that would have broken in some storm or something. Umm cant find anything else bad, good luck getting a job!

If you still want some enviroments, try a 3d beat-em-up arena.

Por@szek
07-18-2005, 10:09 PM
It looks nice but also building just screaming to make other sides. Think about that.

kaylon
07-18-2005, 10:57 PM
What it needs is an Interior...with all them broken and open windows it just aint right not to see inside..at least false ones :)


Is nice though, nice detailing.

K.

grundelboy
07-25-2005, 01:10 PM
Increadible!:thumbsup: Very well done mate. Cheers!:beer:

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