View Full Version : Montreal Inspired City

10-18-2007, 04:48 AM
Hello everyone willing to check this out.

Im about to go graduate from a game art program, and have a few months left. Im currently working on a piece for my reel inspired by montreal/vancouver. Im hoping to get around 8 city blocks, and show nice visuals along with interesting gameplay design(EA, Skate). So those would be the things id like to improve the most. no textures are over 512*512, and the scene is around 90,000 polys.

thanks for the help.

10-18-2007, 08:28 AM
Hi... what a mega project you have started. Very daring... but then again it is for school no?

Just wanted to share my thoughts... I see large open areas, places I would know to stand beches, fences, garbage containers, bikes, cars, etc. You are going to add those right? Because to me this environment looks quite empty.

Second I think textures are still rather bland... I see the same colours everywhere, and tiling all over the place. You definitely need some dirt, be it decals or planes or just an extra mapchannel..to dirty the thing up and break those tiling patterns.
And another point but to far ahead right now would be some very nice lighting in this environment... which can break or make the look of it.

I hope these points were already in your agenda.. otherwise they are now. And i am looking forward to see this evolve into something great.

PS. you mentioned inplementing gameplay aspects.. care to share some of your thoughts with us. -oops- you are making this for skate... didn't know the title. But it is tony hawk-like yes?

10-18-2007, 08:55 AM
I haven't played Skate yet but if you're aiming for something similar, study how they have laid out the levels regarding benches, rails, ramps and everything else. At the moment, your level looks a bit empty so like Matsman said, add more "stuff" (bins, benches etc) and maybe move things closer, they seem to be very far apart if you know what I mean.

Also, you can always take areas from Montreal and Vancouver and if not copy, look at what is in these areas that you can use. Downtown Vancouver has some nice skate-friendly areas that you can copy/be inspired by and I'm sure there are elements of Montreal that would work wonderfully too.

10-18-2007, 11:53 AM
Matsman : It's a level for Skate (EA new game which is very close of a simulation unlike THPS).

I practice skateboard for 8 years. I'm a big fan of street skating (Paris' streets ahuuu). I think you could add a lot of little barriers (like bench etc.)

But I think you should study urban architecture. Our spots were born of personns who never imagine that it could be skatable. I mean they were create life style for each building... I don't know how to say that but I encourage you to go and see a video on youtube about Love Park (Philadelphia)

For EA skate, think of how a non-spot could become a great spot without adding any curve or unatural things like that. (adding some architectural features that make it a spot :))

I'm looking forward with interest ;)

10-18-2007, 04:40 PM
Thanks Ahuri for clearing that up :thumbsup: but actually i had googled skate already during my lunchbreaks... it looks very nice for a ps3 game :p And with very saturated colours too.

So I wanted to back Urgaffel on his comment that you should try to do some research into the skate levels and why they are like that. And first try to copy the style and then try to play with it... see how far you can go creating your own thing without looking as if it was from a different game.

Offtopic: Ahuri if you have been skateboarding for 8 years and are french... have you ever tried doing parcours?

I'll be keeping an eye out for updates!

10-18-2007, 10:59 PM
<--- From MTL, am following this thread!

10-19-2007, 04:55 AM
I cant believe i didnt join this earlier. 1 day and have so many replys.

After playing skate, i realized those colours are really saturated. im getting some lessons on the side how to properly render. but i dont want to make excuses, i know my textures need to be much better, detail, appeal, and seamless quality. i have the day off tomorrow, and im going to build a few more buildings, cafes, and a pub. hopefuly i can post it up by sat.

Im also told to set up my cameras ahead of time, so i can see where my dead spots are, and areas that are too noisy with props and what not. And as for the props, my asset list is pretty massive. So the scene should fill. My one fear is it will be too generic... wow, i did some street signs and stop lights and some foliage. I think I need that "what else is there" props. any suggestions? I notice in skate theres decal layers littered everywhere. water stains, leaves, litter, cracks, new pavement pieces.. all in time.

One thing i want to do is show i can keep up with EA quality models, but i dont want to just copy designs. What would be easy is to study my city, see whats cool, how i could exadgerate some areas. my fear is losing a montreal feel. Sould i even worry? Hey, San Vanelona was Vancouver San Fran and Barcelona.

Thanks for the feedback, ill be updating asap

10-19-2007, 08:27 AM
This looks promising, only crits really are the ones that everybody else has pointed out.

I do however have one question, why so many polys on the roads? Do they actually have a use or need to be there?

also it would be really nice to see this in some sort of game. Maybe crysis or unreal 3?

10-19-2007, 03:59 PM
My teacher was an environmental artist on skate, now need for speed. he made the roads from nurbs, converted to polys, left them high due to collision problems i believe. My teacher says, that skate had more dense roads. Albiet the hills and twists of the roads in that game are much more appealing than mine.

I dont know why my other post didnt show, may just be delayed because it was my first 2 posts. if not, ill rewrite my reply. And ill say thanks again to everyone.

10-19-2007, 04:02 PM
Make sure you model the collapsing bridges and tunnels. :)

02-01-2008, 09:10 PM
I had to put the scene on hiatus for a few weeks, but Ive had some recent updates. For the most part, the bulk of the work is done. I just need to apply windows to a few more buildings, and decal on some more dirt. I need a lot more dirt. I have also begun to split my time with this scene(named either Moncouver or Vantreal) and a modern military scene, which I will also post soon.

Any and all critiques are welcome. And I was also wondering some opinions and advice for presentation. Right now I am strongly considering doing a camera with a slight fish eyes lense angle, to follow the theme of some traditional skate movies.

Here are some new wires.


Here is the angle I am thinking of. Some issues with the sky though.

And here are a few quick renders.

Thanks for any feedback you can give.

02-01-2008, 09:49 PM
Taking on a project such as this is absolutely stunning. Like its a lot of work in my opinion, just wrapping your mind around the plans and details isnt easy especially when doing such a large open space. I think you did a great job. Maybe just check it through for some fine details or extras you can add, besides that. Good work.

02-01-2008, 09:50 PM
Wow, that's a whole lotta work. Looks like there is still a little texture work to do. As far as presentation goes, could you load it into an unreal type engine and do some screen captures for your portfolio? Just my two cents. Good luck.

02-02-2008, 10:02 AM
What an improvment!

Good to see this project still alive.

There is a lack of depth in texture.

Anyway it rocks.

02-03-2008, 12:11 AM
really great stuff. But i think your efforts would have been worth more if you did smaller more refined projects

02-05-2008, 06:54 AM
Hey guys. Thanks for the compliments. As for the size, I have a few regrets on starting the scale so large, but the only thing to do now is bury my head down and work a bit harder. On my next scene Im going to do only a small pocket of an environment, and try to show a quality that this scene may lack at the moment. My schools requirment for graduating is 2 scenes, My other scene is posted under Game art WIPS under the title Russian military scene.


On this next image, the power line alphas cast an extra shadow from the model. I need some help with that. All my alphas are casting that 50% opacity shadow when it should be clear.


Thanks everyone.

02-05-2008, 07:20 AM
I have to commend you on taking such a huge scene just for a school project.. looks insane :) good job

02-05-2008, 11:43 AM

I think you should add dirt on curbs' edges. After many grinds and slide, skateboards left a black stuff on edges. And if your city were already ride, it must appears on curbs ;)

few exemples :

Keep it up!!!

02-08-2008, 05:54 PM
Hey guys, Thanks for the Critiques.

Lately I've been working on my lighting and making sure my cameras look good with props. I will be adding wax to the areas that I intended to be grindable, and wall ride marks.

As for the size of the entire world, most of the buildings are just at a background building quality, my cameras wont go near it, and theyre more for a backdrop. The areas that I'll be showing is the park, town hall building, the brownstone houses, and the open apartment areas.

Thanks everyone.

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