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Kibble87
08-08-2006, 06:10 AM
Hey everyone,

Just looking for some general critique on this scene I have been working on. Basically, I am trying to create a medium-poly, modern-day war environment staged in a small, North American city core. I am going for a photo-realistic look over a stylized one, but a lot of my textures have quite a bit of hand painting. Most of the warfare scenes I've seen lately have all been done using the middle-east as a setting, so I am trying to twist that a bit. I am a game design student, and this is going to be my showpeice (at least so far.. I have another scene in the works :D).

Note: A lot of the texture work is incomplete. The most glaring example is the brick building textures. I'll be updating those into something appealing soon, hopefully.

Screenshot 1: This is how my scene is laid out. It is going to be a camera fly-through at street level, so don't mind the fact that there isn't a single rooftop. :P

http://www.stag-nation.net/brad/screen1.jpg

Screenshot 2: Just a closer view of the street.

http://www.stag-nation.net/brad/screen2.jpg

As for what kind of critque I'm looking for... it's fairly general, actually. The most obvious one I am going to forewarn everyone about is how plain it is. Once I model some wood, crates, oil drums, and some other trash I can place in the scene, it should look a lot more complete.

Thanks in advance for any critique you can offer! :D

--Brad

ChimpanG
08-08-2006, 12:50 PM
its hard to critique right now since youve explained the textures are wip.
the buildings are a bit boxy, maybe model proper architecture?

Legopirate
08-08-2006, 06:42 PM
Since your scene is so low poly, your texturing is key, it will make or brake your scene.

The buildings are alot more lower poly then they need to be. I would say bevel and extrude, give their shape more character.

The paint on the road, the yellow and whites should be alot more faded and worn down.
Also I don't see any doors on your buildings, only windows.

But as you said this is a WIP and at this stage it is very hard to give good feedback without being able to fully visualize your end scene.

Keep it up, and post some updates :)

Matroskin
08-08-2006, 08:20 PM
I agree with Legopirate - buildings need more detail seen from the street. Also I think some damage should be added to them. On a road as well - from heavy vehicles or grenades`explosions. Current hole from explosion has too accurate edges.

Kibble87
08-08-2006, 09:24 PM
Hey guys,

Thanks for the feedback. :D I'll try and do some not-so-WIP textures so there is more to critique for the next update. I'm working on a few props (crates and such) that will help fill in the scene a lot more. Expect an update in the next day or two, for sure. Hopefully there will be more to critique.~

I seem to have some sort of phobia of high-poly architecture, but I will try and work with some of my overly cubic buildings and make them a little more interesting.

Thanks again,

--Kibb

Aneel3D
08-08-2006, 11:05 PM
hi! I am Aneel 3D! Great 3D!

great work! keep up the good work! :D

ChimpanG
08-09-2006, 01:02 AM
Hey guys,

Thanks for the feedback. :D I'll try and do some not-so-WIP textures so there is more to critique for the next update. I'm working on a few props (crates and such) that will help fill in the scene a lot more. Expect an update in the next day or two, for sure. Hopefully there will be more to critique.~

--Kibb

well this might be useful:
in the industry (not all companies but from what ive seen) props do not come into it for a while, i was explaining this to someone yesterday, basically the workflow goes like this (very simplified)

1. Level planning/concept
2. Box out the geometry, very basic
3. Playtest it to hell
4. Once the gameplay is right then you start building the geometry
5. Once world geometry is done you playtest to see if anything impacts gameplay
6. Any changes are made, repeat etc.
7. Once this is done you start texturing the world geometry
8. Once this is done major prop placement is done (population as i call it)
9. Playtesting focuses around whether or not these impact gameplay
10. Any changes are made if gameplay is impacted
11. Small props placed and polishing is applied
Meanwhile all the way through regular testing happens.

since your not doing a proper gameplay map but rather a portfolio tech demo type map then you done need all of those but the main principle applies:
1. Box out geometry
2. Model detail geometry
3. Texture geometry
4. Add major props
5. Add minor props

so you might want to think about not doing the small details just yet and getting your buildings right.

Kibble87
08-09-2006, 01:57 AM
Thanks for the informative reply, Glandolina.

Actually, I am the sole level designer and world builder for a 18-man UT2k4 mod we are making in school, and it has a very similar workflow to that. The problem with this scene is I don't have 12 artists to make me what I need, it's all on me. :D

Talking to one of my teachers today (and from the feedback I've gathered here), I am considering chopping this scene way down. In terms of a demo-reel, I have to keep in mind that it is quality over quantity in all cases, so perhaps modelling, texturing, and lighting 3 city streets is a bit much to do in my current timeframe.

I'll play around tonight and see what I come up with, but I'm fairly certain I'm going to lower the scope of it to give it an emphasis on art rather than design.

Until then, I'll stop posting until I have something to critique. :P Thanks again everyone,

--Kibb

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