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View Full Version : Environment -Sci-Fi- -'Retro'


Stefan-Morrell
06-03-2006, 01:31 PM
Last Update:

OT..the texture tutorial has been posted:thumbsup:


http://forums.cgsociety.org/showthread.php?t=373024 (http://forums.cgsociety.org/showthread.php?t=373024)

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/TutIndex.jpg









------------------------------------------




With the end of the Journey Challenge (http://forums.cgsociety.org/showthread.php?t=322610) I'm looking to start a new sci-fi project.& never having documented the construction of my sci-fi environments now is the perfect time.

this one started after seeing an old refrigerator with nice curves & distinctive 'retro' colors,
while I'm not confining myself to a 'retro' genre I am using it as the inspiration for this new model.

modeling & renders in 3dsmax,photoshop for textures.

more updates as I progress
Cheers
Stefan


here's some butresses that will line a corridor,

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip01.jpg


skylight render

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip02.jpg

Wireframe

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip03.jpg

MrMJKnight
06-03-2006, 01:55 PM
This turned out really nice.

Loving the texture ^_^

It reminds me of a portal/gateway or a doorway on a spaceship.

Really liking the design and shape. Can't see any errors.

Stefan-Morrell
06-04-2006, 05:32 PM
thanks Martin.

here's another update,added a window & more detailing


http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip04.jpg

Stefan-Morrell
06-04-2006, 05:36 PM
& a wire..

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip05.jpg

Tora_2097
06-04-2006, 06:05 PM
Hi Stefan,

That looks very nice. Texturework in the first pics is awesome. The windows would benefit from a few more subdivisions in the corners though.
Besides that it looks flawless.

Regards,

Benjamin

Stefan-Morrell
06-04-2006, 06:29 PM
cheers Benjamin..I certainly agree about those window corners:D ..will fix for the next update

love your work in the Wipeout (http://forums.cgsociety.org/showthread.php?t=358198) thread :thumbsup:


Stefan

MrMJKnight
06-04-2006, 06:50 PM
Yeah deffo matey, I agree with Tora, windows need a bit of smoothing out.

What render you using? Radiosity?

And thats a lovely colour, instead of that plain grey, it's more of a bronze ^_^

And what lights you using?, may I see a screenshot?

TheThidMan
06-04-2006, 08:20 PM
Fantastic materials! Nice clean modelling as well.

Stefan-Morrell
06-05-2006, 06:43 AM
Cheers Hugh :)



What render you using? Radiosity?
And thats a lovely colour, instead of that plain grey, it's more of a bronze ^_^
And what lights you using?, may I see a screenshot?

the renders are using 3dsmax Skylight,all pretty much on default settings(AO samples are at 80)..with an omni casting some light raytraced shadows,a self illumination pass is also made & blurred in Post(for the 'lights' attached to the walls)

I'll work out some fancy lighting later in the game :)
here's a screenshot of lights.

more updates tonight:thumbsup:


http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip06.jpg

Womball
06-05-2006, 06:57 AM
Looks fantastic so far! Textures look really good too!

DevilHacker
06-05-2006, 08:31 AM
Wow. Looking Great.
Your an Ace at these Sci-Fi Environments!

*Bumped up rating
Cant wait to see more.
:thumbsup:

Stefan-Morrell
06-05-2006, 04:26 PM
Womball & Devil Hacker...thanks for dropping in :)

here's a quick update while I wait on another render..

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip07.jpg

Stefan-Morrell
06-05-2006, 04:38 PM
& a shot of some of the texture layers..
all the textures are 2k

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip08.jpg

DarknosAurae
06-05-2006, 07:10 PM
I love it. Has that sci-fi feeling that you get when playing Doom3 or Quake4. Only thing that bothered me a little was the blue illumination of those 2 strips in the last pic. There is something unnatural about the glow, but Im sure you'll fix it. Gl.

Tora_2097
06-05-2006, 08:21 PM
Alright, that looks quite covincing already. The lack of subdivision is also less prominent compared to the clay renderings.
The weathered edges seem very nicely executed but I would let a few of them stay intact. The upper horizontal edge of the opening for example: Why would there be so much damage to the paint? I would think that it remains barely touched, regarding its position.
Something else: Have you painted the specular map already? The plain lightbrown and blue colors appear just a tad to monotone for my taste. (but maybe you wanted them to be like that, just a suggestion).
Don't get me wrong, it looks awesome, but maybe there is some room left for improvements.

Best regards,

Benjamin

thebest
06-05-2006, 08:37 PM
cool work
can u make a tut or an overview about ur texturing techniques ?

Stefan-Morrell
06-06-2006, 05:35 AM
The weathered edges seem very nicely executed but I would let a few of them stay intact. The upper horizontal edge of the opening for example: Why would there be so much damage to the paint? I would think that it remains barely touched, regarding its position


Something else: Have you painted the specular map already? The plain lightbrown and blue colors appear just a tad to monotone for my taste. (but maybe you wanted them to be like that, just a suggestion)..


very true about the weathering..I'm getting a bit carried away with the scratches,lol.I'll go back in & add some more paint back into appropriate areas.
I'd like to get some chrome into the model too,I'm thinking it needs some new/different materials.

for now I'm just using an inverted version of the bump map for the spec level..I might drop the diffuse map in the spec color & see how that looks.



I love it. Has that sci-fi feeling that you get when playing Doom3 or Quake4. Only thing that bothered me a little was the blue illumination of those 2 strips in the last pic. There is something unnatural about the glow, but Im sure you'll fix it. Gl.

Cheers ..& yea,I'm having a bit of trouble getting the lights looking right,I might add some kind of 'plastic' covering for them..or maybe some kind of grille overlaying the lights.
never played Quake..but I loved doom3:thumbsup:


cool work
can u make a tut or an overview about ur texturing techniques ?
thanks..I'm not much of a tutorial writer.. I did start one to explain my techniques a while ago..one day I'll get it finished :)
the best tip I can offer is to think about how an object would age in the real world.



Cheers
Stefan

Lemog
06-06-2006, 05:49 AM
Hey Stefan... you continue here with this new project very nicely... as said previously, maybe there's too much scratches, everywhere and uniformely...

...but globaly, that works very good anyway... very pleasant the eyes, and texturing work well done.

Looking for more now... and congratulations for your skills :thumbsup:

vampeta
06-06-2006, 07:34 AM
Hi Stefan,

you have realy great modeling skills and this is realy one of the best texturing jobs i have seen a long time.:applause: :bounce:

GREAT WORK :: keep it on
:beer: Alex

DevilHacker
06-06-2006, 08:42 AM
thanks..I'm not much of a tutorial writer.. I did start one to explain my techniques a while ago..one day I'll get it finished :)Thats a shame. Your textures are breath taking. Like something you would see running in the new Unreal Engine, or on one of those Training DVD's companies ship out...

Cant wait to see more. But if I could ask one question on the textures...
Are they all hand painted?
:love:

Have a good night.
-Daren Loney

taisir
06-06-2006, 09:35 AM
great stuff man!! :thumbsup:

i work also with max, max rulez!:bounce:


keep it up, i want to see more!

MrMJKnight
06-06-2006, 11:45 AM
Yeah same here, Max rules :P

I was wondering too if your textures are handpainted?

Stefan-Morrell
06-06-2006, 12:47 PM
Lemog :)..thanks for the kind words..scratches are being tweaked back a little.
Alex..thanks...textures make the model eh :thumbsup:
DevilHacker & Martin..I shall try & finish my texture tutorials..will post in the texturing forum when it's done..there's no procedurals being used..all the maps are high-res painted at 4k..rendered at 2k.
they all start with an occlusion pass rendered to the uv's,that & the template are then painted over in photoshop,the scratches along the edges are all painted using the occlusion pass as a guide..then lot's of playing around with grime layers & other details.
taisir...Max does make life easier :thumbsup:

hopefully another update later tonight..here's all the textures I've done so far,massively scaled down...



http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip09.jpg

Stefan-Morrell
06-06-2006, 05:54 PM
.... some detailing on the floor


http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip11.jpg





http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip10.jpg

thebest
06-06-2006, 06:15 PM
cool can`t wait for ur tut dude :thumbsup:
I have an idea for lighting u can make it at night and make the shiny things light the scene but
make it more shiny .......anyway just an idea maybe it is too early for that lol cool updates
keep going :thumbsup:

Tora_2097
06-06-2006, 06:20 PM
Another great one. The detail looks awesome, just watch out that the scene doesn't start to look too repetitive (texturewise).
Btw. where is this scene settled in ? (regarding the words "Boeing" on the opening)

Regards,

Benjamin

Maytridy
06-08-2006, 12:14 AM
Very nice! I agree with the above post however, be careful, the textures are on the border of getting repetitive.

Vertrucio
06-08-2006, 01:01 AM
Still too many scratches I think. You've got very deep scratches and dents in metal surfaces where there really isn't likely to be any.

Think about the people that are using this place. You've got a lot of good wear on corners and areas that would be touched a lot. Then then you also have a lot of heavy wear (scratches and dents) on flat surfaces or areas that don't see a lot of traffic like the ceiling overhangs.

Instead of putting scratches and dents on areas of low traffic, try to put dirt and grime instead. This way, you still have wear, but it's more appropriate for spots that aren't touched a lot.

FlaminGlow
06-08-2006, 01:35 AM
When i see a professional work i see professional critiques with it, it is the price we pay to be professionals no matter what we did it will remain like that looks like we are inside a great big big challenge that seperates the best, anyway i think doing such great work wont let fixing few things harms, (as i've been told), so go ahead and make it perfect, if we look to normal people outside the CG community they all will say it looks like real one and stop they won't tell that critiques while the whole world is starting to take the same look because of the daily activities and TVs Cinemas etc. hahahaha.:D

Stefan-Morrell
06-08-2006, 05:21 AM
Still tweaking the overall scratches so nothings final ....yet
I do want to have a very aged look to it,so scratches wont just come from everyday use & be restricted to edges but also from just being old & wearing/flaking away.
so you might have pipes that have been attached to a wall & after 100 years the surrounding paint has begun to break up & flake away.
some of the scratches are also in anticipation of cables that will be draped around the place(& rubbing metal parts away)


Btw. where is this scene settled in ? (regarding the words "Boeing" on the opening)


imagine if Boeing made a spacecraft in the 50's..that was flung out to space & never heard from again...a few hundred years roll by & then it's rediscovered,(nuclear power means the lights still work)
..or something like that:D


thebest...I'll probably try some dark & moody lighting later on,my main concern is that it renders fast so I can animate a flythrough of it.(btw,I did a bit more on the tut yesterday,'should' be done in a few days)

Maytridy..cheers..hopefully the next update will have a new variation on the textures

Vertrucio...noted:) ..I did try keeping the top parts cleaner..& they are still less beaten up than the lower parts..but again I do want a very old & beaten up look to it.
it's a balancing act

FlaminGlow..:)..cheers mate!


more updates later today:bounce:

thebest
06-08-2006, 05:42 AM
thebest...I'll probably try some dark & moody lighting later on,my main concern is that it renders fast so I can animate a flythrough of it.(btw,I did a bit more on the tut yesterday,'should' be done in a few days)

I think it will be cool like this also
can`t wait for the tut and also for today`s update :scream:

MrMJKnight
06-08-2006, 09:56 AM
Lookin very nice, I like the floor patterns.

Unfortunately I do agree with some people here about the use of paint flaking off.
I know that it's like 200 years from when it was created and you wanted to make it look like it's so old. But I don't think that would happen as much, because it's been never touched that much. I could understand if the place is so old on earth or something, because of tiny vibrations, earthquakes, insects etc would disturb it, over so many many years and possibly it will look a quite a bit like how it is now.

In space, there is nothing, unless it's 200 years old, and the paint is bone dry and is weak, something large hit the spacestation, causing lots of paint to shimmer.

I think you should go with focusing on areas where people have touched things over the years, and still keep the flaking everywhere, but only a small percentage.

It's your peice or work and dont get me wrong its fab :P
But im just giving you my opinion.

Stefan-Morrell
06-08-2006, 06:50 PM
martin..keep watching,the textures are always an organic,everchanging process for me..(also I'd forgotten to update the bump map on the previous renders so you were seeing more scratches than intended),I apreciate your comments :thumbsup:


I've spent some time working on the floors tonight..


http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip13.jpg




http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip12.jpg

thebest
06-08-2006, 07:29 PM
u rock dude just a question fr the floor u are using bump or displacment map ?
and I noticed that u don`t tile it right ?

MrMJKnight
06-08-2006, 08:40 PM
Superb textures Stefan

:D

dEDa
06-08-2006, 09:32 PM
Very reralistic renders!!
G R E A T work,
can't wait to see more updates.
dEDa

Stefan-Morrell
06-09-2006, 04:00 AM
Cheers guys :)


u rock dude just a question fr the floor u are using bump or displacment map ?
and I noticed that u don`t tile it right ?

I'm just using bump mapping & a strong side light to pick out the details of the bump.
there's also a bit of reflection going on,though you can barely make it out,
plus spec & color maps.

the second image may get converted to a normal map

julnyapp
06-09-2006, 07:42 AM
Hi Stefan, you're probably tired of hearing this but I'm glad you fixed the paint/peel textures what with others have mentioned; textures repetitive, areas that are highly prone to abuse by crews, etc.

Anyway, I liked the clean modeling, fantastic job on the textures :) I dont nean to nit pick but I thought the checked floor is a tad too bumpy. Tone down the bump and scratches a little/subtle, just a suggestion. Again, all in all fabulous work you've got there mate! Looking forward to seeing it finished.

Andre
06-09-2006, 08:46 AM
Wow nice renders, lightning and texturing and ofcourse very good modelling!

Giom
06-09-2006, 10:19 AM
Hi Stefan

Impressive stuff all round!

What size are your maps? They look to be about 4000 x 4000?

Stefan-Morrell
06-09-2006, 11:52 AM
Hi Stefan

Impressive stuff all round!

What size are your maps? They look to be about 4000 x 4000?

hi Giom..the chequer pattern is a 1024X map (rendered with filtering)..most of the others are either 2048X or 1024X :)



I thought the checked floor is a tad too bumpy. Tone down the bump and scratches a little/subtle, just a suggestion. Again, all in all fabulous work you've got there mate! Looking forward to seeing it finished.

thanks
I tried a lower setting for the bump..but much preferred the higher setting.I also think the final lighting wont show it up as much as I did above..(was using a very strong light that was postioned very low)
some of the metal bumps could be toned down a bit though eh.


here's a quarter of the diffuse & bump maps being used above:

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip16.jpg




http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip15.jpg

Cheers
Stefan

cbernardo
06-09-2006, 12:55 PM
Really great work!! The modelling and textures are unbelliveble!! :applause:

[]s
carlos

thebest
06-09-2006, 06:00 PM
keep going can`t wait for more updates :scream:

jesuisankit
06-09-2006, 06:59 PM
I hav been watching this thread since the beginning jus wanted to my two thumbs for support...

:thumbsup::thumbsup: keep the good work going.

The critique and converstions were also very interesting to read....

Snikske
06-09-2006, 07:36 PM
exellent work! Any notes on the light setup. i suppose it is with GI?

Llitt
06-09-2006, 07:48 PM
Amazing work on the textures! :D
Where do you find the bitmaps?
Also, what kind of lighting do you use?

Lemog
06-10-2006, 08:10 AM
Always much pleasure to follow your work... all is very precise... :thumbsup:

cgg
06-10-2006, 08:29 AM
WOW Stefan this is great, looks so good, keep it up :thumbsup:

Stefan-Morrell
06-10-2006, 02:28 PM
dogmatico ,Smooth_Criminal ,thebest thanks for the support guys:thumbsup:

Snikske ...there's some GI in the untextured renders(using 3dsmax Skylight),but the textured renders are all using very simple lighting.(3 lights,2 dim fill lights,1 very bright shadow casting,no GI) i'll set up something more moody later on..
I've also been baking some ambient oicclusion into some of the texture maps :)


Llitt All the 'base' textures (before any photoshopping takes place & what you see behind the chipped paint) are from my own collection,which are photographed around the city I live in.
I should have a tut soon on the texturing process


Lemog ...great to have you following this thread :thumbsup:

cgg...cheers dude


maybe an update later tonight..or tomorrow,started designing a feature door for the end of the corridor.

kary
06-11-2006, 12:30 AM
Looks great Stefan. It's very interesting to watch the detailed way you document the construction :)

Satellite1984
06-11-2006, 07:39 AM
Steffan -
This is very nice work you have here, The texture work is very nice.

D

Stefan-Morrell
06-11-2006, 06:13 PM
Satellite1984 & kary..thanks guys :thumbsup:


here's a quick update..not sure if the back wall will be a door or wall yet.


http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip19.jpg

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip18.jpg
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip20.jpg

MrMJKnight
06-11-2006, 06:36 PM
Hehe lookin so cool.

It's like you just got a bit of tracing paper and drawn all the edges.

Lookin nice.

thebest
06-12-2006, 04:26 AM
cool idea dude I like that cell shading :thumbsup:

Sercox
06-12-2006, 08:51 AM
Your modeling is a masterpiece :) and the bumpers on the floor is very natural I think...
I don't know how our final lightning-setup will be, but maybe you could have some more darker at the bottom, and more brighter to the ceiling, a fancy atmospheric-feeling hehe.

Great :thumbsup:

-Robert

Stefan-Morrell
06-12-2006, 02:52 PM
Robert..thanks...& good ideas for the lighting :)

Martin & thebest..thanks guys :)


update.
.some of the textures here are placeholders
I'm mainly curious here about how to light the tiled wall..

http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip21.jpg



http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip22.jpg

Kinjiru
06-12-2006, 09:43 PM
Well, what can I tell about perfection? the word say's it all :thumbsup:

cbernardo
06-12-2006, 09:49 PM
I really like this details of dirt! Really great work!! The light is amazing!

[]s
carlos

Striff
06-13-2006, 03:53 AM
Thats extremly hot dude.

I'm curious as to how your making the base metal part of your textures, before you dirty em up. What commands are you using in photoshop or are you using photosourcing?

Thanks man.

Stefan-Morrell
06-13-2006, 04:36 AM
Thats extremly hot dude.

I'm curious as to how your making the base metal part of your textures, before you dirty em up. What commands are you using in photoshop or are you using photosourcing?

Thanks man.


thanks :)

the base layer you see under the 'paint' is a tile I made a while ago,they are photobased,taken with a 10 megapixel camera on overcast days.
with a bit of tweaking in photoshop to make them tile & saved as a pattern for flood filling :)

this should be covered more in depth when I get the texture tut done.

all the tiles,scratches,grouting & grime etc are painted in photoshop..




http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip23.jpg



http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip24.jpg

Stefan-Morrell
06-15-2006, 04:35 AM
Hi guys..todays update is a link to the main gallery :)
http://forums.cgsociety.org/showthread.php?t=370041 (http://forums.cgsociety.org/showthread.php?t=370041)

working with the white tiles inspired an 'early' final image & a slight deviation from the sci-fi..still the same set..just a different room ;)

hope you can check it out & drop some C&C

http://forums.cgsociety.org/showthread.php?t=370041



http://home.xtra.co.nz/hosts/polycount3d/CGTalk/CSF_wip25.jpg

thebest
06-15-2006, 04:47 AM
cool image stefan good luck

Giom
06-15-2006, 08:23 AM
This is freekin insane man! You can defnatly do a little tut on texturing!

DAREONER
06-15-2006, 12:26 PM
really good, modeling and texturing.

franchement ca pete

Artbot
06-15-2006, 05:32 PM
This is really fantastic work. Thanks so much for posting your WIPs.

My only critique is that some of the paint areas on the floor have the bump map turned up a bit too high. It's where the paint is chipped away, it looks like awfully thick paint!

Overall, though, it's great, with an amazing attention to detail. Keep posting!

learner88
06-15-2006, 05:37 PM
I really like the design,and the technique you are using is very useful.And great textures!

mdavid
06-16-2006, 10:43 AM
It's a real treat watching you work, Stefan. Thanks for all the cool tips and insights. I'm sure your texturing tut will be a hit

dthoward64
06-20-2006, 12:56 PM
bookmark******

Stefan-Morrell
06-22-2006, 01:58 PM
hi again :)..I've finished the texture tutorial..posted in the texturing forum:
http://forums.cgsociety.org/showthread.php?t=373024 (http://forums.cgsociety.org/showthread.php?t=373024)

hope someone finds it useful...& not too confusing :thumbsup:

....happy painting :arteest:


http://home.xtra.co.nz/hosts/polycount3d/CGTalk/TutIndex.jpg

valeoart
06-22-2006, 02:09 PM
Great tutorial! :thumbsup:

thebest
06-22-2006, 07:42 PM
thanks dude for the great tut :thumbsup:

Flewda
06-22-2006, 11:38 PM
Great stuff man! I dig the amount of little detail you put into your textures, they come out very nice!

RO
08-04-2006, 02:00 PM
Hey man thanks for the comment on my thread. Your stuff is looking amazing! Keep at it. Love the textures more than anything else. All very well done.

bperry
09-05-2006, 05:56 PM
I love it, it looks very convincing. If I were to crit I would wonder if perhaps there's too much wear on the paint, especially in the uppermost corners and areas where no one would be touching the surfaces. There are some places that I would think could have the paint nearly intact. There seems to be pretty consistent wear in 100% of the surfaces instead of collecting in areas of high impact.

MrMJKnight
09-05-2006, 06:59 PM
Texturing Tutorial is brillaint, very helpful :)

TheJinj
09-05-2006, 10:18 PM
of everything said already by people smarter than me. Great work, but even greater tutorial. You are teaching us how to fish instead of just handing us one and soon we will all be able to texture interesting metallic structures ourselves. Seriously, I have been looking for a tutorial like this one for so long it's not even slightly funny. Thank you thank you thank you. I'd offer my sister in thanks but you wouldn't want her she's annoying.

MrMJKnight
09-05-2006, 11:25 PM
of everything said already by people smarter than me. Great work, but even greater tutorial. You are teaching us how to fish instead of just handing us one and soon we will all be able to texture interesting metallic structures ourselves. Seriously, I have been looking for a tutorial like this one for so long it's not even slightly funny. Thank you thank you thank you. I'd offer my sister in thanks but you wouldn't want her she's annoying.

Hahaha, brilliant comment.

KaDDD
09-06-2006, 05:56 AM
year ! !yes an work who i like it ! special wow for the style in part the textures work's , nice

old futuristique style , really nice
super taffs en generale , allé balance la haute res , on veux en voir plus :)

ca claque, bonne continuation

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