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View Full Version : Bathroom-3dmax-crits and critiques welcomed


artraider
09-06-2006, 01:52 AM
Hello, I have been posting this bathroom the past few weeks and showing updates and here is the neer to last modeling and textureing I will do on it and than move on.
First (http://i25.photobucket.com/albums/c72/artraider/neer_final.jpg)
second (http://i25.photobucket.com/albums/c72/artraider/neer_final_3.jpg)
third (http://i25.photobucket.com/albums/c72/artraider/neer_final_2.jpg)

thanks Nick

Kingsunshine
09-06-2006, 09:35 AM
awsomeness! i love the mood it sets, very silent hill
i can see that you're very good at texturing, however i must say some of the models are alittle off. nothing huge, just that i don't think i've ever seen a sink or a tub so... "squarish", maybe you could add a face to round up that 90 degree corner on the sink?
other than that i feel it's pretty good

Tknight
09-06-2006, 04:29 PM
Hey dude, what is the best way to building a room?with box / flip ... ?

Ty :)

ts-falcon
09-06-2006, 04:39 PM
this looks pretty dope man, reminds my of prey/doom 3 look. very ncie, are these viewport grabs or renders?

artraider
09-06-2006, 05:01 PM
They are standard renders, I did not end up using the better render option for my computer it made my shadows all blocky. I will try to fix somethings up and post a newer version latter on today.

Gamedev
09-06-2006, 07:21 PM
Hey Nick,

Its looking good though I have few suggestions. First, the doorway in the 2nd image is scaled non proportionately to the sink, tub and other elements. Itís quite low. I'd say too that the sink is a bit high in relation to the tub. The medicine cabinet doesnít look convincing in that I think it would either be over the sink, the toilet, or on the opposing wall, but not just hanging in the middle. Also, the composition on the first shot is kind of strange. I think its just how the door is floating there because you cant see the wall. Maybe put the door on the floor, or maybe keep it in the door way but w/ missing hinges so itís hung kind of off. Lastly, the shower curtain bar, think about those little end caps that go on the bar to make sure it doesnít slide down the wall. Maybe even a few shower curtain rings :).

What kind of problems were you having with the render?

Great work, and glad to see you keep working on it.

heavyness
09-06-2006, 09:04 PM
very nice. fits right in with Silent Hill and or Condemned. agreed with above, door to low, sink to high. might want to throw a character studio rig in there to get the height thing ironed out. also, above the door way, the tiling on the tiles seems to be off a bit. also, the room was trashed and mirror survived? anytime i trash a bathroom, mirror is #1 on my list.

nice dirty textures!

artraider
09-06-2006, 10:39 PM
Hello this is a update of the work from your crits and outhers,
first (http://i25.photobucket.com/albums/c72/artraider/neer_final_2-2.jpg)
second (http://i25.photobucket.com/albums/c72/artraider/neer_final_3-1.jpg)
I also had a question of my own, I read this for breaking in to the industry "Pick a theme, build a couple of characters, then their weapons, some environment models, ambient lifeforms... all in the same theme. This is the best way I can think of to demonstrate that you have both the creativity required and the focus necessary to stay true to that them." Did this mean I should do 2 or 3 more rooms of this Silent Hill type of style before even considering to apply for companies?

heavyness
09-06-2006, 11:41 PM
Hello this is a update of the work from your crits and outhers,
first (http://i25.photobucket.com/albums/c72/artraider/neer_final_2-2.jpg)
second (http://i25.photobucket.com/albums/c72/artraider/neer_final_3-1.jpg)
I also had a question of my own, I read this for breaking in to the industry "Pick a theme, build a couple of characters, then their weapons, some environment models, ambient lifeforms... all in the same theme. This is the best way I can think of to demonstrate that you have both the creativity required and the focus necessary to stay true to that them." Did this mean I should do 2 or 3 more rooms of this Silent Hill type of style before even considering to apply for companies?

well on one hand, it would be nice to have a whole collection of "Silent Hill" backgrounds and characters that all fit together. but one the other hand, they might think that is the only style you can do. most studios are looking at what you can do for them in the long run, they want to hire someone who can grow with the company. showing different styles show diversity, and that's a good thing [in my opinion].

artraider
09-07-2006, 12:22 AM
thanks for the reply, it will have to be something to think about before I get to deep in my next project

Gamedev
09-07-2006, 02:17 AM
One thing I would say though, shoot for the position you want. Don't do characters and environments. In fact, to be honest, most of the entry level jobs are for prop / world / environment artists. Its hard to land a character job right off the bat. So focus on one or the other, but not both.

artraider
09-07-2006, 03:40 AM
oh sorry that I was not clear, I wanted to be a environment artist/ prop person for a long time.

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