NextGen Small Scene - andrewmackie08 :: Final

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andrewmackie08's picture
Posts: 65

Final images:

- Beauty -

 

 

- Wireframe -

 

 

Texture Sheets:

 

 

 

I had a lot of fun doing this contest and I wish the best of luck to everyone! Laughing out loud

I will also be posting some other "not-so beautiful" shots at the bottom of this thread as well if you're interested in seeing more.

Thanks to everyone who gave me critiques and help throughout this process, but also a huge thanks to the Eat3D admins and everyone else for putting this contest on! I can't wait for the next one :]

 

*So I had some trouble uploading my larger renders into this section. What I did was scaled down the larger ones and put them in here, but I have attached my original larger images separately. I hope this is acceptable and it doesn't cause too much of trouble :]*

Beauty Large

Wireframe Large

 

*Edit*

I have transferred your images to the Eat3d server as per the rules Smiling

-metalliandy

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Okay, what you should be seeing is my reference photos for 'The Sinking Bell Tower of Laoag City'.

I could only upload two pictures for some reason, I'm guessing it's a restriction so someone can't upload 90 pictures at once. Anyway I'll post some concepts in a minute.

:]

 

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

So, I lied. I uploaded 3 pictures the first time...

Here is another ref photo and some concept sketches I have been doing just to see how I want to build the internal structuring of the building.

The building is a baroque style architecture and I wanted to have some wood or other type of stone for the inner structure showing.

No models to show just of yet (none that I am proud of right now), but I am working on them so be prepared to see something later this evening or tomorrow night.

Enjoy!

 

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Something I feel like I should add before I post anything else.

I am attempting to emulate the style of Fable III in this scene. I will be adding post effects ( in engine of course ) such as depth of field and bloom to try and get that Fable feeling into my work for this one.

That is all. Thank you.

( Runs back to his work )

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Some of my block in for the top two tiers and then a paint over with a brief explanation and light idea.

Comments and criticism welcome Laughing out loud

 

 

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

I have been working on some alphas as well for the foliage in this scene. I have a fern, grass and flower right now and a moss coming. I'm going to wait to place those into the scene or take screen grabs of them because I don't want to get ahead of myself.

_Andrew Mackie  --  Website

dtriplett's picture
Posts: 25

It looks like you have a good start, everything looks well thought out at this point.  If you are trying to replicate the building more precisely, examine the proportions from the middle to the top in your to the reference, they are different.  Either way though, it looks good.  Keep up the good work!

Hulkspidy51's picture
Posts: 102

looking good!

andrewmackie08's picture
Posts: 65

Hey dtriplett and Hulkspidy51!

Thanks for the feedback guys and/or girls! I agree that the scale needs to be changed, but I am hoping to finish the rough grey box tonight and then start tweaking scale, then move onto placement and composition of the entire scene.

I'll be working quite a bit on this project this weekend so expect more updates.

:]

_Andrew Mackie  --  Website

doses's picture
Posts: 74

very beautiful

two_larsens's picture
Posts: 39

Good idea and nice sculpt Smiling

 

Henrik

andrewmackie08's picture
Posts: 65

Hey doses and two_larsens!

Thanks for the comments!

Laughing out loud

_Andrew Mackie  --  Website

schiefer's picture
Posts: 160

hey this looks very promising andrew, good start

andrewmackie08's picture
Posts: 65

Hey schiefer!

Thanks, I would like to have a lot more done by now but trying to graduate this quarter is killing my time for this project.

I started sculpting some rocks earlier and hopefully with have something more substantial to critique soon.

Laughing out loud

_Andrew Mackie  --  Website

shyamsagars's picture
Posts: 140

hmm...everthing is coming up good....keep up the good work

jassi's picture
Posts: 225

good start,waiting for ur next update:)

metalliandy's picture
Posts: 3188

Looking good Smiling

andrewmackie08's picture
Posts: 65

Hey Shyamsagars, Goten-trunk and metalliandy!

Thanks for the comments.

Sorry it has been taking me a bit longer to get this scene up and going, but rest assured I AM working on it.

SO MUCH GOING ON RIGHT NOW!!!

UPDATE!

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Rocks are still WIP ( very much so ).

Also working on taking the geo down a bit on everything. I think I'm at 20,000 tris right now... But I have done very little optimizing (excuse).

Laughing out loud

_Andrew Mackie  --  Website

shyamsagars's picture
Posts: 140

comong up great...it looks like a nice and solid game asset

andrewmackie08's picture
Posts: 65

Thanks shyamsagars, my plan is to finish this contest out and then create a small scene around this building Laughing out loud

_Andrew Mackie  --  Website

shyamsagars's picture
Posts: 140

that would be good...so a future plan is there ahead..post that also in the forum once completed...

andrewmackie08's picture
Posts: 65

Still working ( slowly ) on this project. Here are some more WIP's.

My current poly count is at 8198 tris and I am adding in the alpha cards now.

Still texturing so more updates to come as I get these alphas and texture maps completed.

Also look for this to start being put into UDK as I get more and more of this completed.

Thanks for all the feedback so far guys and gals!

Laughing out loud

 

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

New screenshots.

Smiling

 

_Andrew Mackie  --  Website

aamirhussain's picture
Posts: 52

very nice waiting for next update and damage the tower.

andrewmackie08's picture
Posts: 65

Hey aamirhussain - Thanks! I'll be building better textures as of right now, but then I will be adding some geo where I can. I don't have too many tris to play with right now though, but I can still break down some unnecessary geo still.

Laughing out loud

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

These are not the most recent models or textures! But I just wanted to get something into UDK right now and breathe a little bit between the few programs.

I also have some rocks that I have been working with to show off.

C&C welcome.

 

Smiling

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Screenshots from Maya.

 

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

A little above 10,000 tris right now. I'll have to lose the statues or bring everything down some more.

We shall see.

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

WOW!

Sorry about not updating this thread in...FOREVER!

I had graduation to plan for and everything else. Now that I am done though, I will start updating this more often until the end of the contest.

Expect updates soon!

<3

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Newest stuff.

Needs a lot of work, but I will be getting a lot more work done soon.

I'm also working in ZBrush now.

YAY!

Laughing out loud

 

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

First time trying to sculpt something decent in ZBrush. I'm not happy with it but it is a work in progress for sure.

I have a low poly version with it normal mapped in maya but I am going to just work some more and then update sometime next week.

Laughing out loud

 

 

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Also, if anyone knows where I could get some free decent alphas for ZBrush let me know. I am going to be making some of my own using PS and ZBrush but I am just wondering if anyone knows any good sites for nice alphas.

_Andrew Mackie  --  Website

hunter1st's picture
Posts: 288

It looks like you have some smoothing issues, check ur smooth groups or the topology around those windows

dtriplett's picture
Posts: 25

Gnomon used to have a free set on there gnomonology, or the main site, otherwise you can do it.  Watch your brick scale make sure they are not too big. -Dtriplett

andrewmackie08's picture
Posts: 65

Hey hunter1st - I am working on the topology next, I didn't realize I had about all the edges converge onto one point...oops.

dtriplett - !!Holy crap thank you! This is exactly what I was looking for Laughing out loud :D Laughing out loud.

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Newest shots. I'm just working on lighting the scene a few different times to get the right feel for where I want the beauty shots to be. I'm also thinking snow...This means I will have to cut back on a few polys here and there to add some snow geo around the place. Still working out all the details.

I've already learned quite a bit and I'm getting more and more information everyday on this project. Thanks to everyone who has contributed so far <3!

 

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Things to work on next:

- Smoothing groups/topology

- finishing alpha cards ( or maybe getting rid of a few of them )

- re-vamping my textures and materials

- create prefab snow mounds to move and combine within the scene

  + paint snow texture

- create new high poly statue ( have it not be awful this time )

- be better at everything 3D!

- <3

_Andrew Mackie  --  Website

SanderDL's picture
Posts: 18

Could you show us the wires for that building. That way we can tell you what's wrong. Smoothing groups are really easy by the way. If you select polygons from the sub selection, then go down a bit there should be a section with smoothing groups. If you click on a polygon you can assign a smoothing group to it. Basicly having a polygon with smoothing group 1 next to a polygon with smoothing group 2 causes a hard edge.

also, are you baking light maps for this? As it looks like you are using vertex lighting.

andrewmackie08's picture
Posts: 65

Thanks SanderDL! - I don't know much about smoothing groups. I figured it was just my topology being weird and having elongated triangles in my mesh. But I will look into smoothing groups a bit more ( I know nothing about them right now but they seem easy to learn about. ). As for my lighting, I am just using UDK lighting and I believe that it creates my lightmaps for me. I am not that great at lightmapping and I have also never brought in a lightmap into UDK so I don't know how that works. There is still quite a bit that I would like to learn about UDK in that aspect so any tutorials or pointer you have would be amazing Laughing out loud I'll get those wireframes uploaded soon.

Thanks for the comment.

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Wireframe for the main building.

 

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Hey SanderDL - I totally forgot to mention that I am working in maya and I have used 'soften normals' and 'harden normals' tools before. I think what you mentioned is in MAX? Just thought I would let you know. Are they the same thing in theory?

_Andrew Mackie  --  Website

SanderDL's picture
Posts: 18

Ah sorry. I'm not sure why I was assuming you are a Max user. I haven't really used Maya so I'm not sure if it's the same. But in theory it should be about the same. I hope a Maya user can come in and clear things up.

There is a small tutorial on lightmapping here:

http://www.3dmotive.com/product-udk-lightmaps

Sorry it's Max again. But I think it should get you started at the least.

 

I think your errors might also be caused by the wall not being completely straight if you know what I mean. Some of the verticies might not line up. I hope I'm not being to vague here Sticking out tongue

andrewmackie08's picture
Posts: 65

Thanks for the tutorial SanderDL. I love watching them! <3 I'm trying to learn MAX anyway so this will be good for me. As for the walls, I will check them again and try smoothing the verts and checking their alignments. I'm sure it is some human error like that on my part Laughing out loud

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Okay...

I am going to just not sleep and work constantly on this scene until it is where I want it to be. This is what I plan on fixing and working on the most:

- Putting the scene together enough to call in a "nextgen small scene". As of right now it doesn't seem like it is a focused piece, I just have a building and some stuff...

- ALPHAS!!! I need to work on these quite a bit.

- Snow. I have the particle effect "done" but now I want to add some snow onto the ground. I have some extra poly's to play with so I need to get that done soon.

- Textures. In general I need to get better at texturing my objects...

 

HELLO COFFEE!

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

new test shots. the tree still needs work I know. I will be placing the objects I have created in a better fashion today as well to convey an actual scene.

as an added bonus I have been working with the mesh painter tool in UDK and starting to add snow to my textures Laughing out loud It's a really fun process and I have to thank my friend S2Engine over at polycount for helping me out a lot with learning it.

 

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Looks like it's going to come down right to the end for me haha.

Let's see if I can follow the instructions for submitting it as well, or at least do it right enough that I don't get disqualified Sticking out tongue

Still have a lot to do, but I will be doing nothing but working on this today.

See you at the end!

<3

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

One last update.

Hopefully a few people can give me a few last crits Laughing out loud

_Andrew Mackie  --  Website

devilshands's picture
Posts: 431

hey man! come one - your almost there! Please finish because you have worked so hard on this. Couple of last minute pointers  -

*Game engines HATE long narrow tris. Delete the ones from your arches and cut them around into quads - Yes - it will cost a few more tris but you will get rid of the stretching on your model and you shouldn't have to retexture anything! 2 min Job at most!

*Put l leaf colored tint behind your leaves and reexport instead of black - it will get rid of your dark edges on your veg.

*This is totally a suggestion - Kill the overused stock skybox and either put in your own or render against a dark BG - Put a bright light inside with light spilling out into the darkness, maybe add a light with a low radius outside to pick up the details on your building. This will both help to palletize your sceneand bring it right in to focus in on the important stuff! Your work!

 

Cant wait to see the final shots man! Good luck

andrewmackie08's picture
Posts: 65

Getting to work on everything now devilshands! Thanks for the comments!

_Andrew Mackie  --  Website

andrewmackie08's picture
Posts: 65

Final Images coming!!!

_Andrew Mackie  --  Website