View Full Version : Environment WIP - Grimey Carnival [Image Heavy]
Onward 02-19-2008, 08:01 PM Hey Guys,
Been a long time since I last posted so thought I would dive straight back in and get some crits on my latest work. Its intended to be a game asset, for UE3. Eventually I hope to create the entire image as a playable level. Forgive the lighting, it's very basic for some quick renders in Max.
Its based on this original concept (by myself):
http://img201.imageshack.us/img201/4524/carnivalconceptlowyc5.jpg (http://imageshack.us)
Ive been working on the tent to the right of the image, its more or less finished but c&c are welcome!
119 polys (minus the props) and 1x1024 for each diffuse, spec and normal.
http://img134.imageshack.us/img134/3649/sitaex6.jpg (http://imageshack.us)
http://img407.imageshack.us/img407/1549/sitbzk6.jpg (http://imageshack.us)
Props:
http://img516.imageshack.us/img516/5091/propsvt7.jpg (http://imageshack.us)
Texture:
http://img87.imageshack.us/img87/993/ducktenttexture002grey5az7.jpg (http://imageshack.us)
Wires:
http://img516.imageshack.us/img516/8744/tentwirelowfb4.jpg (http://imageshack.us)
It's just about finished but im always open to making changes.
Thanks.
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Matroskin
02-21-2008, 04:47 PM
Interesting indea for ur environment. That may provide bunch of wierd colorful lighting soultions ;) Plus EU3 is really good with lights.
Ur 3d looks cool as for me, but I find ur toys too low poly for UE3, especially the duck.
Textures seem good.
Keep it up!
Onward
02-21-2008, 08:51 PM
Hey Matroskin,
Thanks for your comments, I checked out your environment work and its awesome!
The "toys" as you put it are meant to be low poly, this is a very small part of what I hope will be the complete environment so im trying to keep the poly count as low as possible. The duck as you mentioned is extremely low poly but thats because it will only be seen from a fair distance.
Nevertheless thanks for replying!
StylizedCarfan1
02-21-2008, 09:29 PM
Keeping it low as possible? Wouldn't it look much better with displacement map. The models in there are amazing, I just love the way you use low polies. The game will run fine with that polycount. Keep it up ;)
Onward
02-22-2008, 11:18 PM
@StylizedCarfan1,
Thanks for the reply mate, glad you like it! I have no plans currently for a displacement map but I will keep it in mind.
Heres a very minor update as I did this for an hour after work. The polycount is much higher on this asset and for now theres alot of intersections and generally untidy work, just blocking out the shape really.
as always, C&C welcome.
render:
http://img441.imageshack.us/img441/9992/buildingstartfw8.jpg (http://imageshack.us)
wires:
http://img219.imageshack.us/img219/6246/buildingstartwireti7.jpg (http://imageshack.us)
StylizedCarfan1
02-22-2008, 11:36 PM
I can't model with that low amount of polies, damn, you must be good :-/, I got owned and I could model a realistic version of it using high polygon, but yours is far better on detail to polies ratio. Displacement map will probably not be supported for UE3 though. OpenGL, DirectX, and 2 more kind of graphic will not support displacement map. Do a test of a displacement map placed to a mesh, then export for UE3.
Matroskin
02-23-2008, 01:24 AM
Neat mesh.
Maybe some slight distortions? That could add a bti to carnival feeling ;)
Onward
02-26-2008, 02:16 AM
Had a chance to do some more on this today. The building in the background will be instanced geometry with the roof mesh on top. The new tent im working on isn't finished but its getting there.
Render:
http://img338.imageshack.us/img338/6091/lampostafs1.jpg (http://imageshack.us)
Wires:
http://img338.imageshack.us/img338/3802/lampostawirescc3.jpg (http://imageshack.us)
Tent Render:
http://img338.imageshack.us/img338/2701/tumbletentatk7.jpg (http://imageshack.us)
Wires:
http://img520.imageshack.us/img520/159/tumbletentawiremr8.jpg (http://imageshack.us)
The tent weighs in at around 4.2k polys including all the props (and more importantly balls).
As always, C&C welcome!
Matroskin
02-26-2008, 02:58 AM
cool, man, it starts getting non-uniform shape in some places
Onward
02-27-2008, 03:17 AM
Minor update:
Arches, the one on the left has some cracks and wear modelled into it. The one on the right is clean.
I know the bricks in the middle look a little dodgy, but im sure once it's textured it will look better.
Render:
http://img169.imageshack.us/img169/1741/archrendersrk2.jpg (http://imageshack.us)
Wires:
http://img297.imageshack.us/img297/1290/archwiresdk0.jpg (http://imageshack.us)
This tent im calling more or less finished, but open to suggestions!
Render:
http://img297.imageshack.us/img297/9807/tumbletentfinauk6.jpg (http://imageshack.us)
Wires:
http://img169.imageshack.us/img169/9778/tumbletentfinwiresvb6.jpg (http://imageshack.us)
StylizedCarfan1
02-27-2008, 12:39 PM
*Claps, magnificant work with that kind polycount. Never knew I could model that with low polies.
Onward
02-28-2008, 08:44 PM
No other crits?
Doesn't seem like many people have anything to say on this stuff.
Matroskin
03-04-2008, 10:14 PM
ur modelling looks nice man. I would just suggest not to have 3 edge loops for emty cans on the shooting table. Just cylynders with no subdivisions in height would be enough. Other things look prety much optimised ;)
As a general impression, I start thinking that ur assets may look too weak and vulnerable as for UT3 level. UT in general has solid strong architecture or somehing that does not make people wonder too much why this or that did not break when a rocket hits something. There r some exceptions, but in general it is solid. In ur case, in contrast, objects seem light and thin. People may feel strange when they will shoot at tents or teddy bears or a thin wooden fence and see that they r not affected by anything.
A good example r ur empty cans on a table. They r there for shooting, but probably they will remain a static level part. Same goes for buckets etc.
It looks cool as a game asset, really, but I start being unsure whether it fits UT3...
Onward
03-05-2008, 02:32 AM
Firstly Matroskin, thankyou for your contructive comments.
I completely agree with you about UT3 and how everything in it seems to be durable and strong and that all the work i've done lends itself to more flimsy, unstable structures, so it would be weird to be running around with a rocket launcher and to shoot my sitting duck tent and it not break would be inconsistent and strange.
I think maybe though I was unclear about my intentions, this isn't going to be a level for UT3, although it will be running in that engine. Eventually this level will become part of a single player mod I am working on and so all the weapons will be much tamer, no rocket launchers and such. Thats not to say I won't release it as a multiplayer UT3 map if enough people asked for it.
Your probably right about the cans, il change that when I get to importing the static meshes into UT.
Thanks for your comments.
skidu
03-05-2008, 05:26 PM
Hey, it's hard to crit your models properly without textures but generally the geometry looks a bit too simple and generic imo.
Your concept art is interesting but it would be worthwhile researching some proper reference images of fairgrounds/ carnivals to get a strong foundation for what your going to be modeling.
Also regarding the archway you built
I know the bricks in the middle look a little dodgy, but im sure once it's textured it will look better.
Honestly, considering this is aimed at the ut3 engine, scaled boxes for bricks isn't going to really cut it and i doubt a texture would help.
You could easily create a high poly version and rtt the normal maps/ao which would look far better then what you have atm.
Infact there's a pretty good tutorial here (http://www.doom3world.org/phpbb2/viewtopic.php?p=160978#160978) about it, enjoy.
MarkD
03-05-2008, 09:19 PM
The modeling is looking great, the lighting is also off to a really good start, but the textures are letting you down. The use of white as a highlight and black as a shadow color are bringing the textures way down. You should set the shadows to multiply and the highlights to softlight or overlay. That way you don't get "shine" but something closer to proper shadows and highlights. Perferably you would want to leave out shadow and highlight info from the defuse texture and handle it with a bump or normal map, so your lighting isn't baked/faked but is calculated real time.
Great idea, you're off to a really good start and the modeling is great! Keep at it!
Onward
03-06-2008, 03:29 AM
@skidu,
I think you're right about the brickwork, il definately check out that tutorial, thanks! As for the modelling being simple I would agree, generic, not sure I would agree, but as I make more assets for the level im slowly increasing the polycount to incorporate more detail.
@MarkD
Thanks for your kind comments! Although im confused about what texturing you are talking about, in relation to the "Sitting Ducks" tent? I thought the textures were ok but any help you can give me is greatly appreciated, the rest of the level isn't textured at all......yet :).
Heres a small update, been pretty busy so not had chance to do much but nevertheless:
This is the building directly opposite the tumble the cans tent (not shown in concept)
Render:
http://img341.imageshack.us/img341/2885/corneradc6.jpg (http://imageshack.us)
Wires:
http://img266.imageshack.us/img266/3381/cornerwiresdz1.jpg (http://imageshack.us)
skidu
03-06-2008, 09:39 AM
I really like the level of detail in your latest piece, something which i felt was missing in some of your earlier work. Also your right, 'generic' was the wrong term to use. I just thought, you were using excess polys for windows for example (http://img338.imageshack.us/img338/3802/lampostawirescc3.jpg), which could of been used for more visual interest instead, as shown like your last piece.
Anyways keep up the good work, looking forward to seeing some of these assets textured.
Onward
03-06-2008, 02:11 PM
Ah yeah, I see what you mean now.
The reason for that is that those buildings will eventually be used as instances with a variation of prop and texturing detail. There is only actually one building that will be duplciated within the engine. Then I can add as many small props or texture changes as I like to make them more interesting.
StylizedCarfan1
03-07-2008, 12:45 AM
Loving the detail. Hhhmm, have you ever thought of being an architect modeler? You could be a great person for that kind of job.
Onward
03-07-2008, 10:18 PM
Mini-Update.
Added a few details, the building geometry is almost finished.
Added details and lighting test:
http://img108.imageshack.us/img108/1277/magnalightingzy9.jpg (http://imageshack.us)
Postbox Closeup:
http://img181.imageshack.us/img181/6742/postboxua3.jpg (http://imageshack.us)
Wires:
http://img108.imageshack.us/img108/776/postboxwiressi8.jpg (http://imageshack.us)
General Shot of the scene so far (minus sitting ducks):
http://img181.imageshack.us/img181/9467/shapinguptz8.jpg (http://imageshack.us)
StylizedCarfan1
03-07-2008, 10:59 PM
Mega sweet detail. The polycount are just sweet for that kind of level of detail. Keep this up.
aten skinner
03-09-2008, 02:29 PM
I think for UE3 the polycount you're using looks about right. One thing I that really bugs me these days is unneccessary use of polys just because the engine can handle it. Don't forget using tons of polys isn't just about framerate - storing extra verts and uvs adds to memory as well so it all comes at a cost. The more efficient a modeler you become the more you will be able to spot wasted polys as you look at a model and see where they can be removed. Most of the work is done with the normal maps and materials in UE3 anyway. Take a look at the Gears of Wars stuff - it's nowhere near as high res as you'd think it is.
One thing I'd point out is the way you're modelling very small detail into some of the objects, take that arch for example - it's not worth adding in the cracks as part of the model - just use a normal map. Otherwise if you wanted a really smashed up level can you imagine modelling every crack into every object! :) Do it with the texture, this will also allow you to add destruction just with textures and not have to remodel stuff. Think about polygon density too, the larger and curvier an object is on screen generally will need more polys, so compare the lampost with the drainpipe, you could get away with less in the pipe compared to the post.
It's definitely coming on though, I'd like to see it all with textures.
Onward
03-10-2008, 01:09 AM
Hey aten skinner,
Thanks for your comments.
I totally agree about the polycount, i've tried my best to use the lowest poly count without affecting the silhouette of the geometry too much. They way I see it the more efficient the modelling the better. You may be right about the pipes il cut them down some.
As for the arches. Your right, il leave them as basic geometry and go to town on the textures, although its hard to see there is a signfiicant piece of the left arch missing which I will leave modelled. Been really busy so I haven't had the chance to do any more on this but hopefully soon I will have more updates.
~O
salman-fas
03-11-2008, 05:49 AM
is it just me or post box is too tall compared to the building next to it.
good work though
StylizedCarfan1
03-11-2008, 09:45 PM
After checking some pic. I'll say it just you, salman-fas
salman-fas
03-12-2008, 05:43 AM
After checking some pic. I'll say it just you, salman-fas
you are right, i did a search too and those actually are really tall....
keep up the good work:thumbsup:
Onward
03-20-2008, 01:19 AM
Minor update:
Some early work on the textures:
http://img151.imageshack.us/img151/4772/earlytexturesqq7.jpg (http://imageshack.us)
The broken archway will be completely replaced by this but I haven't finished modelling yet:
http://img151.imageshack.us/img151/442/stonebowahu6.jpg (http://imageshack.us)
Wires:
http://img517.imageshack.us/img517/2793/stonebowwireskw5.th.jpg (http://img517.imageshack.us/my.php?image=stonebowwireskw5.jpg)
As always comments are welcomed!
Thanks.
StylizedCarfan1
03-20-2008, 01:37 AM
Yo, that is sweet texturing, onward.
Renderer08
03-20-2008, 05:26 PM
Really nice wood texture
Spex84
03-20-2008, 06:37 PM
Looking good!
I just wanted to point out that your wood textures seem to be slightly out of scale--if you look at the knot-holes, in particular, they seem to be several inches in diameter. The overall grain of the wood seems too large, and could probably be scaled down by 1/2.
What are the bars between the window sections made of? At the moment it's hard to tell what that material is...
Onward
03-20-2008, 07:14 PM
Yep, all valid comments, they are just early texture tests.
Theyve changed already and heres the latest.
You may be right about the wood texture, i'l take a closer look:
This is with totally flat lighting so not looking its best:
http://img160.imageshack.us/img160/1475/updatedtexwq2.jpg (http://imageshack.us)
Thanks for the comments guys!
Onward
05-12-2008, 12:49 AM
Hey guys,
So its been a seriously long time since i've done any work on this, ive been busy with other things but ive had a few days off work and have spent a few hours updating this. Still a million miles to go but thought I would post my progress. All comments welcome, but remember its a WIP and I know the curb texture is crap :).
http://img179.imageshack.us/img179/3030/camany1.jpg (http://imageshack.us)
http://img291.imageshack.us/img291/5051/cambsa0.jpg (http://imageshack.us)
http://img179.imageshack.us/img179/8458/camcsz9.jpg (http://imageshack.us)
http://img179.imageshack.us/img179/4043/shopwiresgp1.jpg (http://imageshack.us)
Kickflipkid687
05-12-2008, 11:43 AM
Nice, thats looking sweet man. I had an idea to make some fair grounds like this for UT2004 a couple years ago. We had to do a class project but we were making a racing game. It ended up being this like MMO sized map and looked cool, but was a bad idea lol. Keep up the great work.
Onward
05-12-2008, 11:58 AM
Thanks for your comments Matthew.
I see your working on Goldeneye Source, that still in the works?
Kickflipkid687
05-13-2008, 01:45 PM
Well I haven't been able to help on the mod for a while, but yes. I recently sent my old models to them to be re-exported for the new source engine. So they are converting it all over to make it easier to code and whatnot.
Onward
05-15-2008, 11:29 PM
Just the latest, still playing around with the layout and the lighting is nowhere near final.
http://img120.imageshack.us/img120/2976/stonebowyellvx0.jpg (http://imageshack.us)
http://img159.imageshack.us/img159/1469/wideshotnq6.jpg (http://imageshack.us)
http://img120.imageshack.us/img120/194/churchclosecu7.jpg (http://imageshack.us)
http://img185.imageshack.us/img185/1476/churchwireskx8.jpg (http://imageshack.us)
Matroskin
05-23-2008, 03:00 PM
hice progress man, i havent been here a while...
Textures seem cool to me.
But you still need to adjust mapping abouve ur arches: those bricks should follow the arch curve (i am talking about ur recent image).
Keep it up
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