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Waffl3s
09-30-2010, 06:25 PM
Hi there!

So just a quick intro seeing as this is my first post, I'm currently a student in a video game program in Montreal. I aspire to work in the industry and I'm ready to do everything to show that I diserve to work in game companies such as Ubisoft, Eidos, Bioware, etc.
My program started 4 weeks ago. My stuff is still very basic, but so far I've pushed mainly in making props for environments. I just enjoy it a lot. Every week I make objects based on what I learn. I'm posting the best of what I did every week.

Side note:

I am currently learning to make good renders and textures. Most of what I will post in here will not be textured until I learn how to make it fit and look good. I heard that working in Environments in the industry now requires you to make good textures on your objects along with modeling them well. Killing two birds with one stone. So I'll work it out soon :)

Everything is low poly due to assignment constraints. But I'm working on high res objects at the moment so I'll soon be able to show more detailed objects and buildings.

French is my mother tongue, so if you get annoyed with all the mistakes in my post, sorry about that, I'm doing my best to keep it good :)

I'm posting jpeg files for my work. If there's a better way to share stuff, let me know. ^^
----

1st week:

http://img339.imageshack.us/img339/5632/fanpn.png

I made 6 objects that week, but this one turned out better. We had to do basic primitive box modeling. So based on one cylindre, I played with inset, extrude and connect to make this.

2nd week:

http://img178.imageshack.us/img178/551/streetlamp.png
http://img824.imageshack.us/img824/4444/vase.png

The 2nd week was about spline modeling. I made an obvious mistake on the lamp that I forgot to fix, so I posted the picture in an angle where it can't be seen because it really ruins it a little. Hope it looks decent.

3rd week:

http://img839.imageshack.us/img839/5970/chess.png

I had more fun during the 3rd week. We had nothing to model, but I still did this chess board with all its pieces just for the fun of it. Splines, splines, splines. I also started trying out various textures bitmaps and procedurals. Sadly, the bitmaps aren't showing because something happened to the files. I still have to figure out what happened. The board had 2 marble textures and most grey peices aren't supposed to be grey, but the textures looked bad anyways, so I don't mind not showing them all. :P

4th week:

http://img40.imageshack.us/img40/1653/navigateur.png

This is an object that I did yesterday. It's "low poly" but seriously...1400? I tried to reduce it, but at this point I'll simply remove the shapes if I try to reduce the poyls any more. If you guys spot a place where I could remove more, let me know.
It's not finished yet. It's part of a project, but I need to connect it to a mechanism. I'll show it again when the project is completed :)

So that's all the good stuff I have for now. I'm hoping to get some harsh feedback to improve ^^

Decency
10-14-2010, 05:42 PM
The most important thing I can suggest at this stage is to use reference when you are modeling. The second thing I will suggest is to post that reference here for comparison. Right now the proportions on your fan and lightpost are completely off compared to anything Iíve ever seen before. Therefore, the best thing is to post a picture of the fan you used for reference.

danishihandai
10-15-2010, 12:58 AM
I agree with Decency: Use references. It really helps you a lot, because you can view every angle of the object you are modeling.
By the way, the poly count that you showed is not the count used in games. As I learned, the poly that we speak is the triangles count. As far as I know, the poly count in Max is the same of the face count in Maya.
To check this info, you can enable the triangle count right clicking in the name of the viewport and choosing "configure...". Open the Statistics tab and check the triangle count box and click Ok.
If I'm right, your triangle count is the double of your poly count. At least in Max 2009...
I hope it helps you
Keep working man!

danishihandai
10-15-2010, 01:00 AM
I'll track this thread to see your progress.

Waffl3s
10-19-2010, 04:33 PM
Thanks for the feedback guys! I appreciate it!

Yeah that's the thing about the works of my 2 first weeks...I used an image reference, but it was one-sided and not necessarily close and clear, so I went by eye, but now I'm trying to use more accurate references and am being careful with proportions.

I haven't done any additionnal work on my previous props (lack of time), but I've finished a few projects ever since, if you see things that still need some work, let me know.


Environment, project 1:

The water was my teacher's doing, same for the texture along the side of the boat. The rest I did. (Just saying. I can't take 100% of the credit for this). This was my first project for environment. I had to make a scene with 7 objects. I made a barrel, a compass, a telescope, a saber, a boat (well the shape of it, no design details), a canon and the "steering wheel".

The wheel was posted alone in my previous post. The rest is brand new modeling. 2 objects were unwrapped because I just started unwrapping, the rest was either textured with CGtexture references and then UVmapped, or they were made out of procedurals from the material editor. The only texture that I modified was the dock's. I darkened the wood and painted some blood over it, but as you can see, it didn't turn out too well. I ran out of time to make it look better. It looks way too clean and shiny, and we can see the repietitions of the blood.

Now I will show renders of my objects one by one and then the final render of the whole scene. I know that most of the texturing will look awful. Like said, I used procedurals mostly and the rest was "photoshop copy/paste over unwrap sections", so it all looks cheap. Why? The project was mainly about modeling. It turned to "adding colors" a week before the deadline, which caused me to stop working on the boat and just put colors all over. If I would have had more than a week, it would have looked better. I'll try to make my next project look better, don't worry. I'm aware that I can do way better :)


Objects:



http://img403.imageshack.us/img403/6827/barrelp.jpg



The barrel was unwrapped...but sorta badly because the wood texture goes over the metal a little and the top of the barrel just looks distorted.



http://img101.imageshack.us/img101/2495/canond.jpg



References:

http://img404.imageshack.us/img404/8880/canono.jpg

http://img225.imageshack.us/img225/764/canon3.jpg[img]



The canon is entirely procedurals. I wasn't sure what the wheels were made of based on my reference image, so I tok a guess with wood, but, as you can see, it's odd. I should have just painted my own texture of them on photoshop. The roped also look bad because my canon had to be low in poly count, so the curves are sharp. I know I could do much better ropes with a more detailed spline.



[img]http://img51.imageshack.us/img51/6249/compasse.jpg

http://img524.imageshack.us/img524/6348/boussole2.jpg



Here's a "Pirates of the Carribean"-style compass. Nothing to say there aside that it looks rather awful...



http://img183.imageshack.us/img183/91/sabera.jpg

http://img694.imageshack.us/img694/9747/sabre.png



Pirate saber.

Waffl3s
10-19-2010, 04:34 PM
Part 2:


http://img233.imageshack.us/img233/3860/telescope.jpg

http://img177.imageshack.us/img177/8018/longuevue.jpg



Small telescope. It was unwrapped and textures from CGtexstures.com were pasted over sections of the unwrap. Looks bad anyways.



http://img149.imageshack.us/img149/4624/wheel2i.jpg

http://img205.imageshack.us/img205/1461/russianroulette.jpg



Here's the "steering-wheel" again, but with a few more elements from the reference to I can put it on the boat. Also done with the wood procedural, so it looks bad. =/



Final render with background, spotlights, placed objects and textures:



http://img210.imageshack.us/img210/4691/renduregis.jpg



I merged the other objects with my boat, so I don't have a seperated file for the boat. But seeing as I didn't actually model an entire boat with its details, I don't think it's necessary to show it individualy. I also followed different references of different boats, so it's not accurate to one reference.



So here's my very first environment project. Hope it looks decent. Done after 4 weeks into my video game program.



I'm hoping for some more feedback! :)



I'm currently working on my 2nd project, which is an outdoor scene. I'll post it tomorrow when I've modeled the whole scene. Then I'll have to unwrap it and add textures. Most of them will be painted and look good (hopefully), but I\m not using procedurals ever again XD



As for the proportions, I paid attention, but only realized after the completion of the project that the 3 poles on the boat were too small and skinny. I don't know why it took me so long to see it, but that's the main mistake I spotted. If you see others, let me know :)

danishihandai
10-19-2010, 10:00 PM
Your models are really low poly man.
You did a good job in this area
As you said, the textures are done without much time
For me, the texture in the base of the cannon is strange
I liked very much your barrel. Good in all aspects
In your next project, pay attention in the textures, and you'll improve more your project
Keep the good job man

Waffl3s
10-20-2010, 12:13 AM
Yes, they are low poly because it was a request from my teacher. I would have added edges to smoothen the shapes, but I couldn't. Most of what I made has 300 polys or less if I'm right. Except for the steering wheel. That one has 1300. And the boat obviously has more polys too, but it's minimal there too.

And yes I'm definitely working on my textures for the next project. Part of why I disliked my project so much is because it looks bland. There were colors, but they're simple and rarely blend properly. So I'll show you guys my improvements on project 2 when it's done (next week) :)

Thanx Danishihandai :)

danishihandai
10-20-2010, 12:37 AM
Two things that make diference in CG for me is a good lightning and a good texture. I worked in a level in UDK giving special attention in lightning and I liked very much the result. I'll put in my gallery later. And a well done texture gives you a realistic look in your work.

Decency
10-20-2010, 08:31 PM
A quick tip, do not use the procedural Wood material in 3DS max. Just trust me on this.:eek:

Waffl3s
10-26-2010, 11:23 PM
Haha yup, you don't have to worry about that, I think I can do a much better job texturing my own wood on photoshop :P It can't be worse.

So project 2 is almost over. The modeling is pretty much done. I used the concept art of a member of this forum. My teachers advised me to inspire myself of someone's concept art for my projects. For project 2, I had to make an outdoor scene. First one was modeling objects from a theme and put them together, this time it's simply building a specific outdoor scene.

Here's the original:

http://img525.imageshack.us/img525/6415/831491219075695medium.jpg

I only had 2 weeks to work on this so I picked the market part of the picture.

Now here's the first render:

http://img826.imageshack.us/img826/3457/finalrender.png

It's not finished yet. Some objects don't have a texture, so in the meantime I gave them a basic color. Other objects have a texture, but I know I can make it look better, so I'll probably re-work some of them. This time I tried painting my own textures. Most of my classmates used texture pictures, but I felt like giving a shot at playing with contrasts to make my own.
I know it probably doesn't look nice, but most of them will have more details by the end of the week ;) But tips on how to improve them are always appreciated! :)

I used a few photos myself because some textures are best edited with a basic picture. The floor for example. I just didn't want to get into painting an entire rocky sidewalk with the deadline I had.

And you might also say "what's with the background and the signs on the pole right in front?". This is still in progress. I'm lacking ideas what to input on the signs, and with the target spotlight that I inserted, plane backgrounds don't work much, so for the time being I simply made a colored background to follow the "sunset mood" that I tried to do with the spotlight. It doesn't blend at all so I have to change it. Suggestions for that would be helpful there too.

Edit: I used the head that I modeled for my modeling class for a fountain, but for whatever reason, when I reduced the size of it to fit it on my pillar, it gave this weird black line that makes it look like it's some kind of mask. I don't know why it's doing that, but I can't fix it. It's not the texture that's doing it. Weird.
Anyways I hope it doesn't look too bad, let me know where it needs improvement. Thanx guys!:D

danishihandai
10-28-2010, 10:28 PM
It's a nice environment.
You can try different angles to see what works best with your environment
About the textures, the window is strange
Do you blend two textures to do the floor texture?
I like it!
And the door is ok!
About the lights, I think you can use a direct light instead of the spot light
It works best because direct light simulates the sun
And you can use an omni light in the whole enviroment (with shadows off) to control better the shadows of the direct light (use low valeus of the intensity to do this)
And mix two different colors to simulate the sunset
Maybe an orange (direct) with yellow or blue (in the omni light)
I'm eager to see more updates of your work

rip3rs
10-29-2010, 03:09 AM
usually the ship flags are bigger in width than the boat ^^ might check on that dunno :)

Waffl3s
10-29-2010, 03:15 PM
@Danish: I could work the camera angles, but my teacher requested that the camera has to be positioned like the camera in the concept art as much as possible. It'll change when I'll start working on the whole village scene :)

I worked on the lighting, I hope that's what you meant. I think the sun positioning is clearer in the new render. Let me know. Although I kept the light white seeing as I felt that changing it slightly would involve having to go over most textures to make them fit the ambient lighting. Perhaps I'm wrong.

@ rip3rs: I didn't notice! I'll check it out! Damn my proportions >_<


So I've worked on the textures...like...nearly all of them. I added more contrast and details to each one of them. Hope it turned out better :)

http://img213.imageshack.us/img213/2029/2ndrenderbeforephotosho.jpg

I made obvious unwrap mistakes, which led to texture stretching in some places. Other props such as the furniture holding the bowls and the bowls on the floor over the carpet just don't show much details...or anything at all. I don't know what was wrong with the bowls over the wood furniture, but they wouldn't show much colors though I made one rather dark blue. Odd. But they're far away, so I didn't invest more time in them. I will when I focus on making the whole concept art for my portfolio though.

Now after this 2nd render, we learned how to make it all look better in photoshop, so I spent a few hours going over everything, trying to make the render look even better and more defined. I hope this final, final render for project 2 turned out good. :)

http://img249.imageshack.us/img249/4901/editedrender.jpg

Perhaps it's too dark? Too childish still? Scene too boring? Too basic? I don't know I'm not 100% satisfied with this, but I think it turned out way better that I expected too. I'm glad I was able to add a fitting background (somewhat) to it. The problem was that the market props were way too dimmed by the covers over them, so I used painting brushes to attempt a light reflection, but it ... looks like the store is on fire =/

Anyways I'm starting to work on project 3 today, and I'll probably post other projects soon too. Character stuff.

Thanks again for the comments ^^

Waffl3s
11-03-2010, 12:40 AM
Haha by the lack of comments on my last render, I assume that it's pretty bad. Well I'll do more work on it in a few weeks and change the textures completely. Shame I didn't get those hand-made textures right...

So project 3 is 50% done. The modeling is complete. I might add a 1-2 more objects, but I'm satisfied with what I did so far. I avoided keeping things low poly this time and worked on the proportions (though I'm sure there are still quite a few mistakes on that level). I also did the lighting right away to get an idea of the ambiance of an inner scene. So far both previous projects were outdoor scenes, but this time I we had to make an indoor scene, so I had to work out the differences.

http://img229.imageshack.us/img229/8295/overallrenderfornow.jpg

References (main ones)

http://img710.imageshack.us/img710/6423/dojo1.jpg

http://img831.imageshack.us/img831/8905/chrisq.jpg
Here you go. Let me know about the flaws if you have a minute :)

danishihandai
11-05-2010, 10:50 PM
Two posts man!
First: Nice work correcting the lightning! It's better now.
It's not too dark. It's good this way
About the ambient light, give a try. Just for testing purposes
The render with photoshop is nice. I liked the water effect.

danishihandai
11-05-2010, 10:54 PM
Second:
Nice render!
I think that the proportions are right this time
Work with the lightning color to achieve best results of this render later

About the other project. I didn't see that you have posted something new. Blame the email's reply that didn't come xD
But now it's answered
Post the finished render of your previous work man!

Waffl3s
11-09-2010, 08:24 PM
So project 3 is done. Looking better than the 2 previous projects, I hope.

http://img209.imageshack.us/img209/4712/finalrender.jpg

I pained a few textures on my own, but most textures are made of a mix of various tillable textures this time. I spotted a few places that I'll have to correct on photoshop for the post-process render.

Main reference for the props:

http://img87.imageshack.us/img87/1391/overalsceneandpropsrefe.jpg

Scene to reproduce:

http://img521.imageshack.us/img521/4666/sceney.jpg

Project 4 in under way. It'll be finished in about 4 weeks :)

danishihandai
11-14-2010, 11:28 PM
Very nice man!
You're improving in your works!
Keep it up! :thumbsup:

Ani-MaX
11-15-2010, 10:30 AM
I see your getting more and more control over your models. It's getting better. Maybe take a try on modeling humans?

As for your renders, you need to work on your textures and especially the lighting. The textures needs to be more hi-res with speculars connected into the shaders. I suggest using the mental ray architectural materials for this. Also the god rays are a cool touch. Now you need to light inside. Your first renders made me think that all you did was placing an ambient light. I see improvement in this thread. Put up multiple lights and try and really go for a mood. Try aiming for realism but for the project below try and set the mood very calming and peaceful.

I hope this little piece of advice helps. Keep on improving all of your skills and you'll do great.

B-Mac
11-17-2010, 12:17 AM
Just in regards to the street scene (I came here a bit late).

With the textures, they are looking good, just need to focus on certain areas at a time than looking at the big picture.

I would start with the top level. The textures are very big. It looks like they are a little stretched. Not sure what modeling program you are using, but in the mapping co-ordinates, there should be an option to scale that to make it a bit smaller. This will also sharpen it up a bit. This would apply for the wall underneath the top level.

I think that 'mask' issue you are getting with the face could be smoothing groups. I would select every polygon on the head and set them all to one smoothing group. I would apply some smoothing groups to the top of the barrels as well, as they are looking a bit sharp on top.

I would almost make the border wood on the window a bit thicker and place it more into the building, as it is sticking out a bit.

With the door (great texture by the way) I would almost make it a bit more unsaturated. It's quite bright and sticking out a bit, making it unsaturated will make it a bit gray faded and blend in a bit nicer.

Hope that wasn't too long, great progress especially on this recent piece.

Waffl3s
11-18-2010, 10:13 PM
Thanx for all the feedback guys! I really appreciate it :D

Very nice man!
You're improving in your works!
Keep it up! :thumbsup:

Thank you! :)

I see your getting more and more control over your models. It's getting better. Maybe take a try on modeling humans?

As for your renders, you need to work on your textures and especially the lighting. The textures needs to be more hi-res with speculars connected into the shaders. I suggest using the mental ray architectural materials for this. Also the god rays are a cool touch. Now you need to light inside. Your first renders made me think that all you did was placing an ambient light. I see improvement in this thread. Put up multiple lights and try and really go for a mood. Try aiming for realism but for the project below try and set the mood very calming and peaceful.

I hope this little piece of advice helps. Keep on improving all of your skills and you'll do great.

I'm currently working on my first character in Zbrush. It should be done by next wednesday, so I'll port a 3DS render after I did the retopology of it.

Thanx for the tips, I'll be blending my textures with mental ray materials on my final project.

As for the first renders, yes, I only added ambiant lights. 2-3 of them on each scene. I didn't really play around with any features regarding the lighting on 3DS yet. =S


Just in regards to the street scene (I came here a bit late).

I would start with the top level. The textures are very big. It looks like they are a little stretched. Not sure what modeling program you are using, but in the mapping co-ordinates, there should be an option to scale that to make it a bit smaller. This will also sharpen it up a bit. This would apply for the wall underneath the top level..

You're completely right about this. I noticed it right away when I plugged my textures in. The problem comes from my unwraps. This outdoor scene was the first project where I attempted to unwrap my objects and I didn't figure it out properly, nor did I tile my textures anywhere near properly, so all you had for the wall was a single rectangle of texture applied to it. From there it stretched like crazy. I could have used the UVW map tool in 3DS, but it wasn't a full canvas on photoshop, so there would have been big white rectangles mixed with the wall textures. Lack of time prevented me from correcting this before handing in the project. But I made sure I wouldn't repeat the same mistake in that dojo I made. :)



I think that 'mask' issue you are getting with the face could be smoothing groups. I would select every polygon on the head and set them all to one smoothing group. I would apply some smoothing groups to the top of the barrels as well, as they are looking a bit sharp on top.

I did that quite a few times, but it didn't fix it. For some reason, when I imported the head with its normal size, that "mask" wouldn't show, but as I scaled it down to the desired size, the mask appeared. I'm really not sure what happened. Even my teacher didn't know. =S

With the door (great texture by the way) I would almost make it a bit more unsaturated. It's quite bright and sticking out a bit, making it unsaturated will make it a bit gray faded and blend in a bit nicer.

Hope that wasn't too long, great progress especially on this recent piece.

Thanks a lot! :) It's nice to hear that I'm gradually doing better.
For the doors, I'll work it out. I'll lower the specular that I applied to it and dim the main colors on photoshop.

When my semester ends on the 17th of December, I'll be doing extra work to improve my previous work so I'll show you improved renders on the street, the dojo and my 4th project.

Still hoping to eventually make it into the gaming industry. :)

danishihandai
11-29-2010, 09:56 AM
We'll be waiting for more updates in your work man
I'm eager to see the character that you're working now

Waffl3s
11-29-2010, 06:55 PM
Character modeling:

http://img94.imageshack.us/img94/4269/rorshackdisplay.jpg

Goal of the project: Pick a hero and reproduce it on 3DS max and Zbrush. A friend drew the concept art that I discussed with him. I wanted it to be a Roarshack dressed in Renaissance clothings.
I don't have a scan of thatr drawing yet, but I'll have one tomorrow or wednesday. But don't worry, I'll post the reference for that work.
Now this is a quick triple screenshot of my character's figurine. I need your feedback to improve it. Once I'll have improved it, I'll be doing the retopo of it, the turning table and add textures. But until then, this is what it looks like.

So far I noticed that his head is too smalland that his back sticks out too much.
My teacher added that his arms are too short, his legs are too long and his belt should stick out even more.
Add the mistakes you see to the list, I'll be re-editing it within the next 2 weeks :)

I started to work on my final character modeling project. I'm not revealing what it is yet. It's a silly theme that our teacher gave to us. :P Coming up in 3 weeks.

---

Environment work!

Basic references:

I have references for all the props that are in this scene (except for the trees, that's 3DS max's standard tree models) but here are the scenery references:

http://img819.imageshack.us/img819/2479/onearts4.jpg
http://img576.imageshack.us/img576/8995/taipei101entrance2.jpg

The indoor scene references will be in my next post at the end of the week.

Theme: Business

Scenario: For the Unreal engine, FPS: A terrorist has taken over a business building and you must find an alternate entrance to get inside. Taking the main entrance would obviously result in failure seeing as the terrorist are guarding this entrance solidly. Surprise them from another entrance. Once inside, shoot.

Very typical and simple, I know. But I have 4 final projects to do in 3 weeks and this specific project requires textures and a full mini-game in the engine. This means flash animations, kismeths, good materials, etc. I can't really go wild in the scenario :P

The outdoor scene is nearly done. I'm missing a few elements and the building itself isn't finished. But here's a first AO render what it will look like overall

http://img443.imageshack.us/img443/3313/aooverallscene.jpg

Here's the overall outdoor scene.

http://img542.imageshack.us/img542/5475/entrance.jpg

Here's a close-up of the entrance.

http://img521.imageshack.us/img521/6364/parkcloserview.jpg

Here's a close-up of the park. Park? Well I figured I'd dress up my fountain reference with a relaxing lunch area for the employees.

Tell me what you think. :)

Alex McGilvray
12-01-2010, 03:59 AM
Dont use those auto-trees, they are ugly.

Base architecture is looking good, the windows look large relative to your references though. The convex route you took makes it hard to implement the nice pillar/overhand structure in your first reference pic.

Good work though, improving quickly :)

ps: if you are using MR/AO to render that, jack the samples up to 256, it won't really affect render time much and look less noisy.

danishihandai
12-26-2010, 09:21 PM
I'm waiting to see your work finished!
It looks nice!
If you need help with kismets, post them here

Matroskin
01-18-2011, 10:09 PM
the main problem with the japanese room scene is lighting.
The sunlight should have parallel beams but you have got them coming froma single point which is probably because the use of Omni light instead of Directional light.
It also kinda lacking occlusion and bounces.

As for the more recent outdoor scene the building is kinda small. Dunno how much you wanted to stick to the ref but its like 3 times smaller than the one on the reference. And even if you did not plan to copy the ref 100% that is still kinda small, especially for a game. In terms of overall shape balance it also looks small compared to the open area in front of it.

Btw, ppl could help you more if u would post wire shots as well ;)

Also the area around the building could be expanded and have some sort of occluder (like a fence or wall of bushes) to mask out the "edge of the world".

Also though i am not a character guy but legs placed like that (e.g. stuck together) will make it very hard to skin and to bake. U'd better spread them up a bit more.

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