View Full Version : cartoony hill

07 July 2005, 01:29 AM
I did a cool doodle on a train the other day and thought it would suit this project. This project is about me showing I can do toony textures, hopefully.

The main core of the idea is that there is a big fish tank within the hill/mountain. You will be able to see fish and scenery in it etc. I'm thinking to maybe make it a seafood resturant. I'll keep you updated!, feel free to crit.

07 July 2005, 05:20 AM
ho yea..looking cool^^

07 July 2005, 06:49 AM
I like it also, but I'm not sure that this segments on stairs are necessery. I also think that you can reduce poly count collapsing the vertex on the conncection between rock and stairs if they creating the clean line.
Looks promising, nice idea. You were using some concepts or just from a head??

07 July 2005, 11:45 AM
supernekosan, thanks.

Por@szek, The segments on the stairs are required, you probably cannot tell from those shots but they are almost like a heart shape. I do see where you are coming from with how they are connecting with the hill, my uni course was very strict on making everything single mesh and although great for learning I have become too comfortable with that method. It just feels SO wrong to have bits floating into each other yet I'm aware its how it is done in the industry and would make my life easier. Also what freaks me out is that it makes your wireframes harder to read with lots of floating parts. I will do it though because its something I really need to get over.

The concept was fully from my head, as I say I did a doodle on a train (I might scan it later) but am developing it as I go along. Adding little touches. Later on I will probbaly add little pieces here and there, I'm still not sure what to do with the top part. I may add little statues on the mountain, there is alot of potential in this.

Anyone got any suggestions on how to go about doing water and glass for my fishtank? I don't really have experience with that and not sure how its done in games today. Is what I'm doing here dated? (adding opacity and spec to polys), thanks

07 July 2005, 05:50 PM
Another question, I got a lot of crit with last project (pier - link in sig) reguarding my low res textures. Before I get really into the texture job can give a appropiate estimate as to what I need. Currently I'm thinking about 5-10 512x512 maps like I on the right tracks?...(bear in mind its a portfolio piece)

07 July 2005, 06:03 PM
... Currently I'm thinking about 5-10 512x512 maps like I on the right tracks?...(bear in mind its a portfolio piece)

wohohohoho. no, your not on the right track, definately not. Judging from the steps i can imagine how 'big' this environment will be.
If you really want to use this as a game portfolio object you should shrink down your texture usage to a maximum of 4 - 5 512Diffuse Maps. Thats allready more than a 1024 Map, what is, depending on your Gameplay, allready too much. On the other hand Environment Textures are usually used by many other meshes and not only a single one like in your case.

07 July 2005, 06:15 PM
managed to get a few hours in today, update...So far I have still only used 2 512x512.

07 July 2005, 11:54 AM
for a portfolio pice you can use as many maps you like. Overall and most important... it has to look good. You dont have to write how many maps (and tris) you have used. If they ask you, you can tell them.
If you have a job everything will be diffrent anyway and if you use to much textures they will tell you.

07 July 2005, 12:18 PM
I disagree MK2.

I think its very important he stays within realistic restrictions with portfolio work. I have noticed people are very interested in the specs of your models and most important the time you needed to finish them.
Its just a sign of professional working to show a wire next to the modelshot, if you dont do people will immediatelly ask for a wire shot. So they will ask for your texture sets and so on.

07 July 2005, 12:55 PM
i agree with mk2 that overall, it must look good....making such harsh rerstrictions for portfolio work like this cartoony hill prolly isnt the best idea. using a few more maps and relaxing your restrictiosn, you could show something really amazing

07 July 2005, 12:59 PM
That is looking really good so far! I am digging your textures.

As to the maps comment...

I'm currently in a similiar situation and the advice I got was "make it movie quality even if its for a game reel."

I believe the current line of thought is that games engines are progressing at a very nice rate to soon there will be no difference between a "game" model and a "film" model.

Hope that helps.


07 July 2005, 01:07 PM
Very nice... One thing that stands out to me however is the seam in the floor texture.

07 July 2005, 01:27 PM
You know it really depends on so many factors for game environments. I say do not waste your time struggle ling with the concept of keeping to strict guide lines. Different games… design types use different methods.

What if this is the only thing that has a lot of detail in the level for example and the rest is terrain and trees… I would spend a lot of detail on this one part of the level.

But if you have more buildings around well perhaps it is good to keep it simple. But honestly do not go into strict guide lines for environments because for environments it jumps a lot depending on the engine and also hardware.

10 512x512 is not pushing it with modern engines imo. This is a big enough object that it can justify it.

07 July 2005, 02:11 PM

i was one of these who had to choose which artists are "good" enough for the company.
I did not care about any specs because they are a changing thing. (there are worlds between a PSP and a Highend-PC Game).
Most important is that the overall look of a object and its surroundings need to be perfect (and fit the comps. style).

In the thread: "Honeysuckle hotel and props" i dont care about the tri count or how many tex-maps he used. But what i see is that he cares about all the little details and a has a flawless and solid style. Iam pretty sure he can adopt every style (from comic to realism) if he likes or has to. If i give him a limit of 1000 tris and 1x512 map, i know he will get the max. out of it.

Ive seen enough people with comic-like* stuff. I prefere realists because they can adopt styles easy.

*comic-like: Not a real solid comicstyle like a comic artist would do it. Sometimes its more like these people cant do it better. (No hard feelings please, thats the exp. ive made....)

If someone had intressting looking images, i invited him or asked for more Pix. with some specs about the models and why he made it that way. Then i get Infos about textures and tri counts i need for further rating. Even if his work is too overdosed, he makes great art and he maybe can learn to make great LowPoly Stuff. If not, he can be thrown out.

The first impression is more important.
Or do you really think i take a closer look at every artists that sends a demoreel. When you have 140 Emails and 40 Snailmails with art-portfolios you pick the most intressting ones (these with a wow-effect). I know that people should take more time for such things but...

Oh and i never looked at the education of anyone, it doesent matter. If a person fits every aspect of the comp. but has no high-school or other graduation, who cares? We need artist not doctors.

i think i did my job well...
but dont worry, i left the game-industry! :)

07 July 2005, 03:24 PM
Thats pretty valueable input MK2.

Thank you for sharing it with us. Always seems like a shroud of mystery over how people review demo reel's, what's taboo and whats not, what thought process goes through the mind of the person doing the review etc.


07 July 2005, 10:35 PM
Thanks for all your advice on texture limits!...

Experimenting with the rock texture...reminds me of the type of thing you saw in 16bit games like robocod and b.o.b...I think I love it yet at the same time I can hear a voice screaming "NO...NO...NO..."

I wanted to make it look slightly 'alien' like rather then typical mountain, thats the aim, what do you think?

07 July 2005, 09:51 PM
After someone said it looked like a xmas pudding I decided to change the hill texture...Here is my latest, I feel I'm about 90% there so any crits now would be much appreaciated as I will very soon begin a day of 'polishing/adding'...This mainly involves the fish tank, will probably do a few fish and a simple castle.

07 July 2005, 11:27 PM
I looks good =) but I prefered the warm tones to this cool tone. I am not sure how anyone could call the other pudding.


07 July 2005, 11:56 PM
back to warm...:)

07 July 2005, 12:16 PM
Yes! I like the warm so much more. Surely I cannot be the only person with an opinion though!


07 July 2005, 02:41 PM
I like the warm also but some how it lost the depth of the rock texture. try tweaking that so it has the same depth of the blue rocks. Also put a bluish background that will pop the whole thing out more.

07 July 2005, 09:15 PM
Thanks for all your ideas, I feel this is now finally getting there...

07 July 2005, 10:47 PM
of course, theres always the good old green scheme...

blue, brown or green?

07 July 2005, 10:51 PM
I like the brown one most. thou i think especially the stone texture on the hill itself needs more details in it. Try give those stones more texture with using a dark brownish airbrush with dissolve to give those stones more of a grip.

07 July 2005, 11:04 PM
wow the green and reddish brown rock would work really well I think. just do a middle ground that the rocks show some red and the grass and moss is growing on it. Green and red contrast perfectly because it those two are complementry colors on the color wheel.

08 August 2005, 12:56 PM
Kind of gone for a mix of green and brown. In about 5-6 hours will be doing final renders of this. Then its time to move on!:cry:

08 August 2005, 03:56 PM
this is my favorite

although the last one is good too maybe for the last one i would like it better if you had some grass blades or something .

overall i like it great job.


08 August 2005, 08:46 PM
'Finished' it. Thanks for everyone who has contributed to this thread. Will post wireframe/poly count soonish.

08 August 2005, 08:53 PM
looks cool :)

I am not sure on the funky clouds and floor could be green to meld with the grass texture on the hill. But hey end up nice :)

08 August 2005, 09:37 PM
Haha I really like those clouds and color scheme, it really adds a nice atmosphere to the cartoony feel

08 August 2005, 10:27 AM
Personally I think the clouds work really well. But as for the floor I've now changed that to green, that is super duper luminous. Shades required. For all the final renders and wires visit...

Fish tank mountain (

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