View Full Version : WIP Environment: Garage / Building
08-31-2006, 07:30 PM
Hey guys - I'm working on my senior project that will make up a good chunk of my demo reel. I wanted to get some early feedback before I start texturing this first scene.
The project is comprised of an old apartment building that has been shelled out inside for a makeshift chop shop. The first scene is the basement garage that I'm working on. From here the camera will travel up the and into the first floor.
08-31-2006, 11:08 PM
It's looking really nice so far. I would try to increase the penumbra on the spots that are for the overhead florescent lights, they create a much more diffused light then what you have right now. I would also try to bump up the lighting coming in from the garage door, the light spilling in from outside would almost "blow out" the areas it hits.
Looking great, I went to your blog, really like your work. Where are you attending school?
08-31-2006, 11:28 PM
AiCASD = Art Institute of California San Diego
Looking good man, keep the undates coming.
08-31-2006, 11:40 PM
Digging the attention to detail and lighting. No crits at present.
I look forward to seeing this one get textured :)
09-01-2006, 12:59 AM
Looks Great :thumbsup: Though I think the garage doors would look better as roll ups.
09-01-2006, 03:04 AM
tofugorilla Looks Great :thumbsup: Though I think the garage doors would look better as roll ups.
I was debating that in my head - I'll see what I can do :)
SpaceRabbit Looking great, I went to your blog, really like your work. Where are you attending school?
Thanks! Yes, I'm currently attending the Art Institute in San Diego. I have about 3 months left... ahhh!
Well, its 8pm PST and I'm just sitting down to start the texturing. I'll keep you guys posted as this will be a long project.
09-01-2006, 07:13 AM
Just a very very small update for the night. The textures aren't final and the far right wall texture is temp (aka, I know it doesnt tile ;))
09-01-2006, 09:01 AM
comming along really well-- :)
09-01-2006, 06:25 PM
Hey it looks pretty good!!
There is one thing that is bugging me - the dirt on the garage doors looks pretty much the same, this would be cool if you couldn't compare the doors directly to one another(different rooms or something) but it looks weird.
09-01-2006, 07:28 PM
There is one thing that is bugging me - the dirt on the garage doors looks pretty much the same...
Agreed. I have done another map for the doors and added some vertex color to the third. I have some updates to post today right after I get out of class. Thanks for the crits!
09-02-2006, 12:20 AM
Ok, as promised, another small update. I'm going to start on a 'rig' for the rollup doors tonight as well continue the texture work. Crits welcome!
09-02-2006, 03:54 AM
Got a pretty decent rollup door now. Thought I would post a small video.
09-02-2006, 06:37 AM
Love the texturing work, great work :)
09-11-2006, 06:02 AM
Just a small texture update. Trying to post my project as it progresses so that I have timeline of my work :)
last weeks progress:
this weeks texture progression:
09-11-2006, 08:51 AM
Hey man, this is looking great! Will you be putting any props in here? Lighting, texturing, color are all working for me, I just want to see some stuff in it. Trash can, card board boxs stuff like that. Also on the very top of your ceiling it seems to be illuminated to much as the light isnt facing it at all. Just a little nip pick haha. Looking great man keep it up!
09-11-2006, 12:07 PM
Its starting to look nice man:)
09-11-2006, 09:03 PM
Thanks guys, I'll have quite a few more updates this week as I need to get this wrapped up and on my demo reel (the garage portion).
09-12-2006, 04:30 AM
Tyler - Glad to see your work making it on here.
This is looking nice so far. I would say keep up the good work. The lighting in this scene will be key.
As for props... You got any cars? Bikes? or anything to add in here? Trash, tools, chalkboards like in gone in 60 seconds. lol
Anyways look forward to the updates.
09-12-2006, 05:54 AM
quick texture update for the night - wrapping up the parking columns and the garage doors:
As for props...
Yea, the next step will be finishing up the props I have thus far. Lots of boxes, tools, barrels, alpha cards / decals, car parts and whatever else I have time to finish.
09-20-2006, 12:08 AM
I'm nearing completion on a few of the props for the scene. I may still do some normal maps and texture work, but here they are thus far. I will post some more shots of the garage later this week after its turned in :)
09-20-2006, 01:30 AM
Hi. This is looking really neat!
About the props. The barrel splat on the side looks odd. Perhaps an oil splat would look like that on the ground but on the side if it was liquid it would probably only splat and drip downwards. Also by simply making the splat decal layer more transparent on the base texture it doesnt look much like oil. Oily stains tend to smear in thick lines while they're on an object, they dont tend to fade into a material. Know what i mean? Thats just regarding the dark smear on the left of the spray paint, not the yellow one.
Another crit would be that the black marks on the column are too dark and thick. I'd guess such dark markings would only be possible if someone intentionally scratched some rubber on there or spilled oil. It looks better on the texture itself so it could be the lighting of the column, but still perhaps you could replace this with a dark green/brown/gray colour to indicate wear rather than something that looks odd black paint markings.
Otherwise all your shots look a little grainy. If its because youre using Maya then I see this often (and dont have concrete advice), but in any case you should play with the texture filtering settings in your render (or if you're using an engine) to get rid of the noisy grainy jagged effect. It might help your overall presentation.
09-22-2006, 04:27 PM
braincell84 thanks for the feedback on the props. The barrel for the most part is covered in paint, though I agreed about the splat :) and its been removed. As for the column, I've yet to get a chance to really re-work the texture, though it is a bit over grunged. As for the sharpness, I'm using max and I think its a combination of the sharpness of my texture and the catmul-rom filter thats on. I'll look into trying a few other things, however, before the scene just came out too smooth. I'll have to find a balance.
Heres the update for this week. A new render w/ shaded, wireframe and updated props. More to come this week.
09-22-2006, 05:53 PM
Freagin sick work man! See you in class!:bounce:
09-22-2006, 06:07 PM
Hey it is coming across wonderfully but i was wondering about the "unit 10" on the top of the garage doors.
if it was the number of the garage complex you could just put it once really big on the wall coming in.....?? what was it for?
Any way the garage doors look tons better but i am still seeing anomalys in the texturing maybe this will helphttp://i56.photobucket.com/albums/g161/l-_-l/pic.jpg (http://s56.photobucket.com/albums/g161/l-_-l/?start=#imgAnch1)
These spots will look really funny in a game if left as is unless you majorly cut on lighting and i really would not recommend that the lighting now is perfect.
The text for the a-27 and a-26 on the floor is a serif type face. Pretty much for something like that on the floor you would use something easier to repaint such as a blocky san serif type face or other wise called a display font alike the exit sign. Looks cool overall but the grainy textures I really do not like. The textures in general fit but the grainyness of them is just too much.
09-22-2006, 06:48 PM
I was wondering about the "unit 10" on the top of the garage doors.
I had this originally before simply posting unit assignments on the ground (A-27, etc). The Unit 10 got scrapped :).
These spots will look really funny in a game if left as is
I will create some new textures for those items as for the most part they are just instanced, but I agree the repetition is poor at this point, haha.
The text for the a-27 and a-26 on the floor is a serif type face. Pretty much for something like that on the floor you would use something easier to repaint such as a blocky san serif type face
Agreed. I had originally used the same font on the exit sign and then even a stencil. Not sure why I changed it, but a simple fix. Good call on that.
The textures in general fit but the grainyness of them is just too much.
Yea, I posted on that above. That is going to be the next large part to tackle before I can get this in my portfolio. I think a lot of it is my sourced photos are very sharp. On some items the bump needs to go way down as well.
Thank you both for your input, I appreciate the critique! Now its off to class to turn this thing in :)
09-23-2006, 03:55 PM
I have to agree with the above crits.
The overal noise on the map is way too much it looks oversharpened.
The barrel could easily use a 256x256 texture without lacking detail.
Also that bump map added nothing(on your renders)
I suggest you normalmap it instead and use a 12 sided cylinder for the barrel.
09-25-2006, 08:59 PM
Well, I think now there is too much stuff in the scene. It is so much that it does not look real, especially the garbage, because there is too much difference between the model and the floor. You could change this by painting a soft gradient on the floor around the model.
If I were you, I would also change the areas with the papers. They would look much better, if you would just use two polys and maybee paint a nice shadow, but now it looks to flat.
All in all nice work but still a lot of space for improvement.
09-25-2006, 10:11 PM
How did you do the floor with the numbers? I would've assumed they'd be on alpha planes but they don't show up in the wire? A shader with two UV sets?
09-26-2006, 01:40 AM
Dennispls, all valid points. As for the bump, I didn't have it done when the renders were completed for the presentation board I had to turn in. I had though about normal mapping but decided not to last minute. In any event, I'll rework it, including adding more segments to around the whole thing and the texture size. We'll go from there :)
rosch, the garbage piles were a last ditch effort to add 'junk' to scene. Really simple meshs's with a junk texture. As so, they donít blend into the floor at all. As for there being too much stuff. well I just think the spatial layout now sucks. Thanks for the input on the newspaper as well.
Ghostscape, the floor numbers are on the texture. Though I could have simply tiled it, I wanted the grease stains to be unique and therefore adding numbers to all three textures then didnít matter. Here is the texture below
09-26-2006, 02:55 AM
Oh so you did it with terrible, terrible cheating :D
It's looking really good.
I would add more poly detail to the garbage piles, and you might also want to use alpha planes around the edge to give it a staining/spills leaking out of it to help blend it with the floor.
10-22-2006, 07:48 AM
I have been trying to polish up this peice so that I can get it ready for my demo. I decided that I needed to add a vehicle as a focal point as barrels and trash isnt much to look at.
Here is my progress so far on the vehicle (its a bit high poly, but I really need some hi-rez stuff in my portfolio):
And here is the 're-worked' barrel thus far:
I should have some complete scene renders this week!
10-23-2006, 05:02 AM
i really like the car, looks great.
10-24-2006, 12:21 PM
A few things still.
-The barrel has some issues regarding the unwrap.
You can see in that render or screencap you took where the uv starts/ends.
Try to adjust the dirt/splatter so that that seam is not noticable.
Also the texture for the top of the barrel... That needs more work.
It appears as if you gave it a color and rushed it by using a few didges and splatters.
It also does not match the side of the barrel.
-The car looks nice overal but it has some issues around the roof/side areas.
It looks like it misses some chamfers/ extra edges so that it looks sharper.
Same goes for the bumper parts.
The wheels lack rim detail but i think its not finished yet right.
10-25-2006, 05:09 PM
Small update on the vehicle. Its been retro fitted w/ a rocket engine (though I still have a lot of modelling to do on it). I'm going to be adding a grappling hook to the rocker panel as well as some air resistance panels today or tomorrow.
Dennispls thanks for the strong crits on the barrel. I will make those changes and repost.
dpizzle thanks for the comments.
Oh, and I'll add some mirrors as well :)
10-26-2006, 01:36 PM
Why the rocket? When did this become sci-fi, i must have missed something?
10-26-2006, 03:53 PM
Why the rocket? When did this become sci-fi, i must have missed something?
No, the original concepts I had done were for a more futuristic garage / chopshop. As the project progressed though it stayed more current day. The plan is though to add a few more 'future' details to the environment so that the vehicle fits in.
10-26-2006, 05:29 PM
nice work mate - I like this a lot. :thumbsup:
I'm also not sure about the addition of a rocket to the car - it just seems a bit out of place at the moment - maybe you can post some of your concept sketches to give us an idea of what you are going for. Also the garbage piles seem a bit simple at the moment.
This is coming along great though - looking forward to seeing some more progress.
10-27-2006, 12:27 AM
small update before I'm off for the night. I have started 're-doing / re-working' many of the textures to get away from that over gritty feeling everyone hated :). Also re-working the light to be more like my original light setups. Anyway, just a small update, still a lot of work to do.
arran1 thanks for the feedback. The garbage piles are gone for now. As for the car, I'm going to show it to a few more people and then make some changes and re-post.
10-28-2006, 03:43 AM
I like where you going with this now, cleaner textures are looking good and the lighting is nice in that last shot as well.
yeah that gritty feel was not good at all. I feel that the older games used gritty textures to get away from the fact that thay were row res. So to add more color thay made them gritty. Wierd concept but it worked back than. Now you have more pixels no reason to make them gritty unless it works within the style... Like Silent hill game etc.
10-29-2006, 01:04 AM
SammyB - I like where you going with this now, cleaner textures are looking good and the lighting is nice in that last shot as wellThanks. Yeah, I think it reads much better now w/ cleaner textures. I spent a lot of time on it and didnt want to put in the portfolio unless it was as good as I could make it. Still a long way from final lighting, but its much better than it was before :)
RO - yeah that gritty feel was not good at all. ... Agreed. I think after talking to few people everyone kept saying it was so gritty they didnt really no where to look. It was lacking a focal point and was incredibly noisy.
And a small update for the night -
10-30-2006, 10:22 PM
another update for today:
10-31-2006, 06:06 AM
this kind of clean brighting car to me dont fits in the scary garaje. Maybe the car is broken and dust covered, maybe is in repair - modifications.
Good work dude!.
10-31-2006, 06:35 AM
Great work man, i realy like the textures you used. Only, the last render doesn't make sence to me. you're making a dirty garage, and then you add a shiny car? Also, i found your previous floor-texture alot cooler. This one's to nice compared to the support collumns and walls.
but i love the overall scene, GJ!
10-31-2006, 11:33 PM
Thanks for the feedback guys. I think the clean car is more in line w/ something like Gone In 60 Seconds - some nice cars in an old garage. I'm thinking I may do two versions, a clean and dirty. It will all depend on if I have time to do some unwrapping / procedural texturing for rust and dirt. As for the floor, I would agree. I've yet to put any time into the new floor. Should have something for this week.
Some more progress today (mainly textures, lighting and small tweaks):
11-01-2006, 12:30 AM
OOoh, the lighting makes everything look a LOT better and helps the red car blend in a lot more.
You may want to add some other objects to the garage that are a darker shade of red, just to add some red to the scene to keep the car from sticking out. The lighting helps blend it in a bit, but a red gas can and maybe a beat to shit traffic cone or something would help add more warmer colors to break up the "red car blue garage" look.
11-01-2006, 04:28 AM
Ghostscape - I agree on adding some color. Added a few 'traffic' cones and started modelling a tool chest to add some more color to scene. More to come tomorrow ~
11-01-2006, 09:50 AM
But i think items on the floor seems to float over the concrete.....
11-01-2006, 12:32 PM
wow, super cool man
I can't believe I missed this thread :thumbsup:
keep up the good work
hmm. I really liked what i saw from the start. The angle was really cool and the setup was cool. Then you changed it and added piles of junk everywhere (which looked rushed and didnt' fit in) and now there's a car there instead. I guarantee you it will turn this from an "environment piece" into a "car with an environment around it". People will now critique the shader on the car, the car color, the model of the car, the window wipers, the headlines, the tires. You see where I'm going?
I suggest you take your awesome texturing and lighting setup and return to the idea you started with. Use the same angle, and get rid of the piles and tires laying around and think of a more subtle way to embelish the piece.
11-01-2006, 08:05 PM
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