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View Full Version : Environtment: Thug town - you must see


HellBoy
10-16-2005, 02:22 AM
Hi all

For so many time have I attemted to do some stuff related with thugs but this is it I think.

This is a low poly by the way

I'm thinking a very "run down" town, a place you would not like to spend a night in unless you must anyway, check this out. I started of with a bank, then a store then so on...

http://img.photobucket.com/albums/v323/mwarsame/Projects/bank1.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/bank2.jpg

this building is 168tris, the texture is pure mine, no photo ref used in the texture but I was getting idea from buildings found on google. anyhow, I think the texture is not dirty enough so stay in tuned, I'll post some updates

WesleyTack
10-16-2005, 02:44 AM
the model has a lot of unnessesairy triangles in it, it can be cleaned up even more.
the texturing is "ok", whats the size of the texturemap ?

AdamAtomic
10-16-2005, 02:51 AM
Graffiti does not usually use standard truetype fonts ;)

HellBoy
10-16-2005, 03:31 AM
guys at the moment I am using 512x512 with no bump

see those unnecessary traingles, they just won't go away, I tried removing then and it takes the whole face with it and when it does I... dunno how to bring it back so I have no choice but to undo and leave those mighty triangles there till I know how.

http://img.photobucket.com/albums/v323/mwarsame/Projects/bank3.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/bank4.jpg

heres update texture, I don't like the big "Blank Bank" logo, its temporary

How do you like the graffity, I used mouse not wacom

Thr35h0ld
10-16-2005, 03:50 AM
No offense, but this just isn't very believable right now. As mentioned, Graffiti is supposed to be bold, confident, obnoxious, and much more fluid than truetype fonts or mouse sketches. If mouse is your only option, try going with paths in PS or Illustrator. Also, the brickwork and boards aren't really 'selling' this piece. It just seems rather flat.
On the good side: it looks rather "bankish," at least shapewise. You kept the polycount very low, as well. Keep it up, k?

requiem2d
10-16-2005, 09:09 AM
I agree with the above, try to give the tags a more realistic look as you've been doing a great job with the model so far. In first place I'd remove the glow you have on each one and then study the various types of graffiti:

Here you have Tags and a Stencil:

http://www.duncancumming.co.uk/photos/tags.jpg

A multi-layered Stencil:

http://www.duncancumming.co.uk/photos/rogue0023.jpg

Then you have the larger pieces ranging from someone or some teams name to full-fled images:

http://artcrimes.com/vanc/vanc2003conector.jpg
http://img33.exs.cx/img33/661/wall38.jpg
http://img55.exs.cx/img55/5817/wall21.jpg
http://img35.exs.cx/img35/2149/AC-sevilla1.jpg
http://img35.exs.cx/img35/623/M-milano.jpg

Last but not least you have Stickers:

http://www.txmx.de/grafix/graffcutout_1/image/cutout_1001.jpg

Enjoy :D

hsi
10-16-2005, 09:29 AM
shite thats some nice walls :P

MWarsame, photoshop cut&paste!

HellBoy
10-17-2005, 07:21 PM
hay thanks mates

hsi, I did copy and paste but slightly minor change with the colour


finished mapping the bank

http://img.photobucket.com/albums/v323/mwarsame/Projects/bank5.jpg
http://img.photobucket.com/albums/v323/mwarsame/Projects/bank6.jpg

still it doesn't look like photorealism

it looks like jewlery shop

Mastahful
10-17-2005, 07:43 PM
It looks good, but to be honest i think its too busy, there’s to much going on with the graph...id reduce it to only a few, and maybe desaturate them a bit...

requiem2d
10-17-2005, 09:04 PM
It looks good, but to be honest i think its too busy, there’s to much going on with the graph...id reduce it to only a few, and maybe desaturate them a bit...

I agree, reduce some sprays and work more on the actual wear and tear of the building (i.e. brick texture).

itsallgoode9
10-18-2005, 01:04 AM
just curious as to what your purpose for doing this so low poly is? Looking at it, it looks like there might be around 100 tris right now and I can't really think of much you would need somthing so low. maybe cell phone games and possibly handhelds. In actual video games there really is no such thing as low poly anymore. The game i'm working on right now, a building like that would probally be 1,000-2,000 tris. even when I worked on some shockwave stuff earlier this year and it was higher poly than this. Just wanted to make sure you knew what video game counts are like now. Anyways....I htink you should model in the windows and some of the smaller details like that a little bit. Somthing that's pretty distracting to me is that you have a photo texture for the wall and a hand-painted wood board going across the window and a handpainted window. I think you should stick with either handpainted or photo textures and not really mix the two unless you can do is seemlessly. Also, the graffitti would look better if you used a blending mode in photoshop so that it picks up some of the texture of the brick and doesn't just look like somthing slapped over top.

HellBoy
10-18-2005, 11:11 AM
Mastahful and [PR]requiem: thanks, I did reduce the amount of tags, just got carried away

itsallgoode9: The whole purpose of this is to get use to the unwrapping part of Max, srry I should mention that earlier. I though because I painted the window, maybe I should do the wood myself, but I agree, I should stick to one thing. I went out yesterday and took some photos on textures, windows which I should apply it on next building. I did bring the opacity down when I pasted the graffity, it was so down, just about 65-75%
ok, ok, you want to a high poly stuff huh, thats it you asked for it mate :banghead:

HellBoy
11-17-2005, 12:53 AM
i kinda got a chance to do this: heres an update

http://img.photobucket.com/albums/v323/mwarsame/Projects/solid_bank1.jpg
This is something like 2k poly so far if not less

http://img.photobucket.com/albums/v323/mwarsame/Projects/Testbank2.jpg
This isn't the actual render, I played around in photoshop trying to get a cctv feeling

HellBoy
11-17-2005, 06:47 AM
here's a interior shot, the wallpaper texture is temporary

http://img.photobucket.com/albums/v323/mwarsame/Projects/Testbank1.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/Testbank1_wire.jpg

Augh
11-17-2005, 07:48 AM
Hey dude, I like the ideas you've applied to the interior so far, environments seem deceptively tough to me, though I haven't tried one yet :| Few things that came to mind looking at your most recent images;

The graf on the far wall seems to be a completed tag/piece, but it is blocked by the ATM which is still pushed up against the wall, it seems a little wierd that way. Maybe you could either have the graf sprayed also onto the parts of the machine that are in the way, or pull the machine away from the wall, kinda wonky placement as a result. Possibly some scrape marks across the floor where it's been moved if you do it that way. Seems to me someone would have tried to bust the thing open, so they might have tried to get to the back to lever off a panel or something. I dunno, maybe give it a try ;)

The wood for the chairs and tables seems a little bright and/or clean under the graf, maybe some grime overlay on those parts would help them fit in too, possibly for the floor also, ya can rarely have too much grit in a cg setting imo, and this place looks like it should be pretty filthy heh.

Maybe smash a chair and leave the bits strewn around too?

I like the CCTV shot, cool idea.

Keep it up mang :thumbsup:

Simon
11-17-2005, 04:31 PM
Hey.

Nice work.

Once crit would be to have the walls and floor have some sort of joiner?

With a little skirting board or whatever, it would make the room more realistic imho.

Heres an example. (the subway level of soldier of fortune 2) :P

http://www.soldier-of-fortune.com/sofwalk/images/walkshot2.jpg

HellBoy
11-17-2005, 10:15 PM
Thanks guys so much

Augh: Thanks for that, I moved that ATM, and tried that suggestion, it turned out not good, I slightly didn't understand what you meant by grit in the CG Setting but thanks man
99sproth: cheers for that, I did that although mine looks like its standing out, I'll fix it later

I want to add few things on the scene but thats probably later, something like shopping trolley and cockraches and stuff, its all comming along

http://img.photobucket.com/albums/v323/mwarsame/Projects/Testbank3.jpg
The bottle is called "Drink and Drive"

http://img.photobucket.com/albums/v323/mwarsame/Projects/Testbank2_a.jpg
another CCTV shot, this one you can hardly see the details

The render has slightly changed, I'm using Default one now, before it was mental ray

slice56
11-18-2005, 12:17 AM
hey requiem, where did you get those graffiti images? i cant make out the .com on the dollar bill image. can anyone else? looks like "candisplace.com" or something. i cant decipher this one :( anyone?

sventizzle
11-18-2005, 07:07 PM
It's can disclipline: CanDiscipline.com (http://CanDiscipline.com)

enojy.

HellBoy
11-23-2005, 09:53 PM
alright guys

Today I did some second buidling and a third.
This one here is the second one
http://img.photobucket.com/albums/v323/mwarsame/Projects/BuildingA.jpg
its 1472tris

The fence texture is temporary. I also done a pharmacy but its not yet ready to be revealed

cheers

HellBoy
11-26-2005, 02:28 PM
This is the latest building, a thug pharamacy

my main objective is to make a town so I though a town without a pharamacy... no way,

anyway the graffiti work and the dirt is not completed
This building is 80% completed, in terms of the interior, unfortunatly It has no roof :(

so far its 3286tris

here it is:

http://img.photobucket.com/albums/v323/mwarsame/Projects/pharmacy_03.jpg
http://img.photobucket.com/albums/v323/mwarsame/Projects/pharmacy_01.jpg
http://img.photobucket.com/albums/v323/mwarsame/Projects/pharmacy_02.jpg
http://img.photobucket.com/albums/v323/mwarsame/Projects/pharmacy_03_wire.jpg

jfalconer
11-26-2005, 02:51 PM
From your latest work, its clear you haven't been paying close attention to ppls c&cs. As for my own critiques, I don't think there would ever be a drugstore called Ghetto Pharmacy. Make a more believable name for the store and create a better logo with corporate logos in mind. A drugstore would not have that sort of interior. Visit your local pharmacy or convenience store and you'll see the lighting/shelves look nothing like that. With a little forethought and planning you could line the shelves (not those, but new ones) with material using very little texture space. In other words, gather more reference material and pay closer attn to detail.

On texturing, here's a tip: don't include the grafiti tags in the same texture as the wall. Keep the tags seperate and apply them with an alpha map to either a single large triangle or quad poly thats placed just in front of and parallel to the wall (wherever you think the tag should go), just like you did with the sheets of paper on the floor in the previous renders. Then you can repeat your brick texture to conserve texture memory while repeating tags endlessly (and in different sizes) with one file. If you make the alpha with an overall opacity of say 90-95%, you should get a little bit of the brick showing through to suggest the underlying texture of the wall's surface.

HellBoy
11-26-2005, 05:21 PM
From your latest work, its clear you haven't been paying close attention to ppls c&cs. As for my own critiques, I don't think there would ever be a drugstore called Ghetto Pharmacy. Make a more believable name for the store and create a better logo with corporate logos in mind. A drugstore would not have that sort of interior. Visit your local pharmacy or convenience store and you'll see the lighting/shelves look nothing like that. With a little forethought and planning you could line the shelves (not those, but new ones) with material using very little texture space. In other words, gather more reference material and pay closer attn to detail.

On texturing, here's a tip: don't include the grafiti tags in the same texture as the wall. Keep the tags seperate and apply them with an alpha map to either a single large triangle or quad poly thats placed just in front of and parallel to the wall (wherever you think the tag should go), just like you did with the sheets of paper on the floor in the previous renders. Then you can repeat your brick texture to conserve texture memory while repeating tags endlessly (and in different sizes) with one file. If you make the alpha with an overall opacity of say 90-95%, you should get a little bit of the brick showing through to suggest the underlying texture of the wall's surface.

Hay m8 thnx for replying, I agree the drugstore's name is little too not real, but remember as I said earlier, I wanted to create a thug town, a town ruled by all bizzare people, not necessarily found in real world. Also I'm not too interested to make the scene more real or more unreal, I've got to balance it out. its got to be a dark town. but thanks for pointing it out

this techinique of texturing is useful, I am going to try that. thank you

here's a close look to the drug they sell. 100% effective :D

http://img.photobucket.com/albums/v323/mwarsame/Projects/pharmacy_product.jpg

tell me something guys

every building modelled, does it have to be unwrapped because so far I've been unwrapping all those building and kinda got tired of them, is there other way to apply the texture but with atlease little control

thanks

ChimpanG
11-26-2005, 06:41 PM
your models seem solid but honestly your texturing is pants, dirty up the textures a bit, unless you ARE going for cartoony but even then you might want to set a colour pallette.
i'll put some tutorials here later.

HellBoy
11-27-2005, 11:53 AM
....double post srry

HellBoy
11-27-2005, 11:55 AM
I dunno, I've been using real textures but hay I'm gonna change the store title, but hay guys, that texture is not yet finished

HellBoy
11-27-2005, 04:51 PM
Here's a non-enterable supermarket:
http://img.photobucket.com/albums/v323/mwarsame/Projects/supermarket_01.jpg

http://img.photobucket.com/albums/v323/mwarsame/Projects/supermarket_02.jpg

its 1265tris including that 2 standing poster things

I 50% completed texturing this building:
http://img.photobucket.com/albums/v323/mwarsame/Projects/buildingB.jpg


in total I have 4 buildings

JuddWack
11-28-2005, 05:11 PM
I don't think there would ever be a drugstore called Ghetto Pharmacy.

Ofcourse you'd never actually see this, however that doesnt mean there is something wrong with it. Humorous things like this appear in games all the time. For example what is the fast food chain in Grand Theft Auto. Cluck and Go I think? I say keep going with it.

Jfalconer does have some excellent advice though. The spraypaint tags should really be on smaller sized images with alpha maps. And the texturing in general icould use work, expecially on the shelves.

If you want an easier way to apply I read in one post on cgtalk that it is not uncommon to simply planar map all the faces of a wall and project a seamless texture onto it. Then you scale the texture as needed. If you do that I highly recomend modeling in some coping around the bottom of the building and map a seperate texture to it.

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