View Full Version : Urban Streets of NewYork
01 January 2007, 01:41 AM
Here is a game level I am currently designing. Still far from complete here are some images tell me what you think.
01 January 2007, 01:55 AM
Close up render
01 January 2007, 01:37 PM
These look nice! Only minor problems are the tiling textures on walls (like the basketball court) where the bricktiling is visible and the windows are too similar. Make the windows more generic or add maybe one additonal window texture. But this looks nice otherwise :)
Some additional info would also be welcome (target engine, tricount so far and so on)
01 January 2007, 05:49 PM
The beams for the fense look awefully high poly and round can we have a wireframe to look at??? :) thanks keep it up
01 January 2007, 06:32 PM
The dumpster is shaped a little weird and it looks too small, at least against the brick wall. Proportions are off in the basketball court. You have some very large windows (it is supposed to be a residency or a small factory?) and really dwarfs the size of the court. If it were not for the benches on the sides, I'd think the rim was 5 feet above the ground and not 10 feet.
You're doing a nice job with the texturing, just make sure to get the scale of the props right.
01 January 2007, 07:31 PM
It's a good start, but several things I would like to comment on.
1st - The Building: The front of the building (where the door for the shop is located) looks pretty good. But the rest of the building in general seems to lack character, and is pretty bland. Try adding some small (in pixel size) grunge decals, and spread them over the back brick walls a bit. Make them pretty faint, but enough to break up the brick tiling. You may also want to try to mess with the brick texture itself, to make the tiling a little less apparent. In addition to that, try adding some actual geometry to the back of the building. Maybe a "Flower Box" underneath a window or two, a window unit AC in a couple windows, with some nice stains dripping down the wall underneath. Some wires/cables running back and forth to some windows, from an electric meter towards the bottom maybe? Take a look at a lot of building reference photos, you'll see that a fair amount of them won't have walls that are just plain like that (with exception of maybe warehouses and such). Speaking of which, the windows in the back feel a lot more like warehouse windows rather than apartment windows (I assume that's what is supposed to be above the shop). The reason I say that is because the windows are made up of dozens of small square windows. Not something you see TOO often in residential windows. The ones you have in the front look pretty good though.
Try adding a cement base around the whole building. About 8-12 inches high would work. Seeing bricks going straight into the ground looks a bit odd to me. In addition to that, add a grunge decal near the bottom too. This would make it feel like dirt/grime and other small damage accumulated over the years. Happens to even the cleanest of buildings over time.
2nd - Texturing: Make sure you keep an eye on pixel density, and texture scaling. For example either the fence links are massive, or those benches would only be able to seat children. Either way, they really don't match up. Scale (both in geometry and texture) is very important for believability, and if your fence looks like someone's whole arm could fit through one link (when usually an adult's hand can't get through) then it does start to throw out that believability of being "real". Just make sure that you try to match up everything to be as closely accurate to scale (with the rest of your scene) as you can. The other is pixel density. Didn't notice TOO many problems with it in this scene, but make sure that you are giving close to the same amount of uv space (or the same amount of tiling) on your objects. This can't be always accomodated at times, but try to make it consistent. A good way to make sure things are consistent is to give your object a checkboard material (Max has this in their shader list) and make it tile however much you want (within the shader) and try to make the squares all about the same size throughout the object. Sometimes you'll have some faces on your object that are barely visible, or may not need too much detail in it, then it's not uncalled for to make their UV space a bit smaller to make the rest of your UVs have a little more space, or even to fit all of your UVs in one map. It's a totally up to you when to use that, just make sure the end result one face is really crisp, then a face right next to it is pretty blurry.
Lastly - the stop sign on the left (in the interesection render) seems oddly placed :) I know you want to be able to show the actual stop sign texture (and not just the back of it) but it wouldn't be placed there, it would be placed on the right side of the road, before the intersection, not after :)
Hope this was helpful. You're off to a great start, keep it up. can't wait to see your updates.
01 January 2007, 10:05 PM
You're on the right path, I agree with the crit above. Keep it up :)
01 January 2007, 09:59 PM
Thanks for the constructive crits everyone. Some of those pictures are kind of old and some things mentioned were fixed. I will post some updates as soon as possible. In the mean while here are some wireframes.
01 January 2007, 12:02 AM
loving it! your using maya right? I like the lighting, what lighting set up are you using and what are you rendering in software or mental ray?
01 January 2007, 05:25 PM
The biggest thing you need to do with this scene, as with most of your scenes, is pay more attention to details and pay more attention to your reference. Right now some of your things look a bit generic and more of a representation of what the objects look like rather than looking exactlly what they are supposed to look like.
For example, your streets and sidewalk are pretty generic. A new york street would more than likely have a sewer grate at the intersection, there could possibly be a small concrete strip that run along the side connecting the road to the sidewalk. The sidewalks would probally have a sloping ramp down to the street. The texture at the edge of the road would more than likely be more cracked, with lots of tiny gravel pebbles. It would probally be darker from being wet constantly. etc etc.
Just pay attention to the details a little more and it will help your work out more than anything.
01 January 2007, 11:26 PM
Just info update:
Application- Maya 6.5
Triangle Count- 8402 entire scene
Textures- 32 512x512 tex maps not sure about this quick count might have ref pics included
Render Engine- no specific render engine, but aimed toward Unreal Eng.
I'm in the process of putting my portfolio together my portfolio for college and study study STUDY for high school finals. So Ill hit the forum up soon. Later!
06 June 2007, 06:14 PM
Your Imagehost is branding your images.
06 June 2007, 06:27 PM
Arg, yeah try a new image host :(
06 June 2007, 08:40 AM
That makes three of us who can't see. :(
06 June 2007, 09:28 AM
i see flowers and dead people ?! :banghead: :argh:
06 June 2007, 09:28 AM
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