NextGen Small Scene - fstephan
Man, I like this concept alot, so much potential for grime. Not someplace I would like to hang out. Especially if those toilets overflowed onto the floor.
Started modeling the geometry. The clawfoot bathtub is the most straight forward so I choose that first. Standard box modeling techniques with some hard surface modeling. I unwrapped the clawfoot and brought it into mudbox. Did a hand sculpt. Made up the design on the fly since you can't really go wrong with it. The clawfoot diffuse texture is created from: photo's of metal, ao map (mudbox), cavity map (xnormal), normal map (mudbox), and a displacement (mudbox) all in the diffuse map. Combined through a series of standard photoshop blend modes.
This will be the standard of how most of the textures will be made, similar to the DVD.
Good start on the modelling and love the concept, you can always count on turbosmooth
i imagine that you are going to bit cracks and maybe chunks off of these objects? That would look cool if its a mixture of the photos you have shown!
Tons of cracks, and even more giant broken chunks. Heh, I'm not even sure if most of the walls will still be standing when I'm done, lo. Off course the porcelain will be broken. Very broken.
This will be procedurally broken through a script (unknown) and let a physics sim (physX) do the rest. And run a series of tests until I get a desired result. The wall tile will also be be damaged and falling of the wall. I'm glad you dig the photo reference. My goal is to indeed make a combination of those 3 photos. 
EDIT: The inside of the bathtub will have a texture adjustment. It will look more porcelain to match the rest of the scene.
Got the bathtub completed. Attached a final image of the first prop. The uv's are still in progress. There is plenty of pixel space in the maps so I will most likely be combining them later on. Next I will be doing the toilet. Similar to the reference attached on my first post. 
As always fstephan,You the man........great ability to make geometry look like a child play.
Looks great; I am sure you will deliver because I have seen enough your excellent work in the past. Keep them coming hopefully we can pick up some and apply to our projects. I have learned a lot from your past projects. Thanks to you.
nice bathroom
Apologizes for the delayed update. Was doing some of that family stuff. While working on the broken porcelain for the toilet I decided it would be a good time to get the floor completed since it also contains breaks (shattered tile pieces). I modeled out the tiles then used physX in max to drop some objects and break the tiles. At that point it was simple enough to bake out an AO map with mental ray and generate a quick normal with NormalTexMap. Then rendered out color layers with alphas and the rest was basic photoshop texture work (photos, masks and blend modes).
Family first!..always. looking as expected and nothing less on all your work. Thanks for the update and keep them coming when humanly possible.
Now into crunch time I've been lucky enough to receive incredible feedback for the layout of the scene. The base scene geometry has been finalized and is now into the texturing phase. The scene has been broken up into 3 rooms to give a more pleasing turn table piece. There are 2 bathrooms (one containing the toilet and claw foot bathtub plus accessories, one containing a sink plus accessories) and an outdoor area (containing foliage and rubble). This will allow for a theme to be more apparent, essentially a bombed out infirmary bathroom which has been abandoned. There will be constant updates from here on out so stay tuned.
Attached is an early turntable look at the base geometry:
| Attachment | Size |
|---|---|
| turntable_01.wmv | 927.54 KB |
Looking good. the toilet and claw foot bathtub plus accessories settings are coming along sweet. the wmp attachment is cool;thanks, the other room with a sink plus accessories in progress;keep the updates coming my friend and thanks for sharing your Artistic talent.
Finishing up texturing the interior walls. Used mudbox for the broken sides (will be adding rebar later tonight), modeled the tile and baked out the ao map, normal map, color map then brought into photoshop. Will most likely model a couple of extra tiles hanging off the sides and also fix the side concrete texture a bit to add more realism.
Looks great with the realism feel to it.... I like the overall feel of abandonment looking through the window outward.
Yeah!,much better.
Yup! coming together really nicely. Looking forward to see the entire scene lit inside UDK. That will be sweet.
Looking really great.
The triangle counts are very impressive,keep the screens coming.
I am curious what 3d application used plus if you are gonna port the final scene in UDK?.
I'm using 3ds max 2011 and mudbox 2011. I would have liked to use udk but don't have time for shaders and porting since only 4 hours remains (though I would have like too). So I will using the Marmoset Toolbag.
Oh yeah!,Autodesk Max and Marmoset Toolbag; cool!. Marmoset Toolbag is an interesting Engine. Anyway, do post the link to the final scene. I haven't use the package(Marmoset Toolbag) in a while now.Thanks for the updates.


























I've began planning object placement for the scenario. I'm going to go with a single toilet, sink and tub. Perhaps the sink has fallen off the structural wall. The toilet will have a lot of broken porcelain pieces (which will be fun) and the clawfoot bathtub will be in good shape other than being weathered. I'm thinking of having tree roots breaking through the wall and branches breaking through the window. The green splines represent the idea of vines overtaking the room. Any cool ideas, feel free to shoot them over as it is still in the concept stage.