NextGen Small Scene - NawaL - Bunker :: Final

32 replies [Last post]
NawaL's picture
Posts: 35

Hello folks

this is my final submission for the contest.

Hope you like it, critics are welcome.

merry xmas! ^^

metalliandy's picture
Posts: 3188

Interesting ref!

Cant wait to see what you come up with Smiling

NawaL's picture
Posts: 35

Hey there!

here's the main bloking for my scene.

I haven't so mutch time for this challange so I'm going to focus on few models and try to get a nice atmosphere.

This is the main blokin scene, just to understand proportions and composition.

Smiling critics are welcome Smiling

scr_01.jpg scr_02.jpg
NawaL's picture
Posts: 35

Terrain WIP

temp.jpg
NawaL's picture
Posts: 35

bunkerwall update!  Smiling

image.jpg
hunter1st's picture
Posts: 288

Hey i love the idea, and the production so far looks good, I have a slight crit about the bunker wall though. wouldn't a bunkers outer defense walls be made of something thick and tough like concrete? I think if you go with the above design you should maybe tone down all the different pieces in there and only put the pieces in which have an obvious purpose. like air ducts or lights. things like that

NawaL's picture
Posts: 35

@Hunter1st

yep, you right but I'm trying to create something like  a "sci-fi bunker " (starwars was not made with concrete I guess ^_^lol), I'm not quite sure about the material I'm gonna try some experiment with few textures. Thx for the advice! Smiling

 

here's some update for the main Gate, still not yet damaged Smiling

newdoor.jpg
NawaL's picture
Posts: 35

Damaged

newdoordamaged.jpg
Shakedown's picture
Posts: 24

Hey

Looks great. For the details... did you only use alphas or any other techniques? That wedge cut down the center came out really well!

@hunter 1st....no man....He will be using unobtainium!.. Eye-wink

NawaL's picture
Posts: 35

mauahaha unobtanium rulez Laughing out loud

@ Shake:  this is the base mesh, the orther stuff are alpha brush and sculpt

cattura.jpg
NawaL's picture
Posts: 35

normal test with udk

normaltestudk.jpg
Shakedown's picture
Posts: 24

Thanks for the reply! Those normal maps came out great....any tweaking in the material editor? Or are they straight from the bake?

Riki's picture
Posts: 1257

renamed thread

-Riki

hunter1st's picture
Posts: 288

using unobtainium! nice choice, tough and workable Laughing out loud

NawaL's picture
Posts: 35

Texture update ^_^.

txtmud.jpg
NawaL's picture
Posts: 35

^_^ here's some shading update with UDK

udktxtscifi.jpg
NawaL's picture
Posts: 35

Bunker update ! Smiling

critics r welcome :)  the main gate is still wip ^^

bk_udk01.jpg bk_udk02.jpg
the1design's picture
Posts: 27

Good work so far. The main critique is that  overall it feels too busy right now. The bunker has a lot of detail in the normal which seems like overkill, so maybe consider reducing the amount  in the high poly, (How many vents would a structure like this have in real life?). If that is not an option, consider lowering the  contrast in the difuse so it does not overpower the  details. Just too possible ways to settle things down a little. 

Good work. Looking forward to updates

-- 
Aaron McLean
Product Manager /Lead CG Artist
Verold Inc.

Email:     aaron.mclean@verold.com  
Mobile:   647-502-6405

Website: aaron-mclean.com

NawaL's picture
Posts: 35

@the1design: 

Tnx for the reply Smiling.

You'r right ,I've try to desaturate the texture and turn down the normal value, here is the screenshot:

(I've also add tree XD)

bunk_01.jpg tree01.jpg
NawaL's picture
Posts: 35

kiddddddingggg with the light xD

ingametest.jpg
NawaL's picture
Posts: 35

Here is some textures update Smiling

textures.jpg
NawaL's picture
Posts: 35

hello there, here's some update.

I'm still searching for the right illuminations set up.

Critics are welcome.

c ya xD

bunkerupdt02.jpg
dtriplett's picture
Posts: 25

I have not gotten as far along as you, so I wonder if I should be sticking my neck out, but I would say for future projects, less is more.  What I mean is the paneling on the bunker is over done.  I can see you certainly have a grasp on making interesting shapes. it just looks like too many of them.  My first Boss used to always say "Form follows function" (so why all the paneling?)  keep up the good work, I like the vegetation, it takes it to Endor.-Dtrip76

NawaL's picture
Posts: 35

tnx for the reply man,

I want to have a lot of details on the main props, that's the reason for all the paneling Smiling, also I want to create a lot of contrast btw the structure and the forest.

^_^cya

NawaL's picture
Posts: 35

submitted:D

aamirhussain's picture
Posts: 52

nice dude.

All3rgic's picture
Posts: 11

gratz on finishing! very nice

NawaL's picture
Posts: 35

tnx ^_^

maikeelassi's picture
Posts: 106

Oh snaps! Very nice work, great textures!

Nice breakdown!

Cheers

NawaL's picture
Posts: 35

tnx maik!

devilshands's picture
Posts: 431

l

hey man - congrats on finishing - and I am hoping to get home early enough on sunday to upload my textures/video and final shots.

 

Please don't take this the wrong way but you may be able to make a couple of tweaks to improve your scene very quckly in terms of visual detail.

*you seem to have spent about 3 times more tris on parts of your scene that are not the main focus - Imho - you could spend roughly 30 mins optimizing your floor plane and rocks and cut some extra details into your bunker - ie. missing pannels, pannels hanging off, pull out some of the grates and circular details.

*You have made some cracking high poly doors but it looks like there may not have been enough quads/bent quads on your low poly. A 15 re-bake onto a flat poly would help iron out some of those kinks and bent square sections above the circular details in the door.

*dtriplett had a great point - You have added a ton of detail in the normal map on an object with virtually no tris - I  would have a hard time explaining away to the structual engineer who built that bunker that he would need exit pipes everywhere and so much in the way of panneling. Less is very much more  - In a game environment you would have a hard time making this stand up - if you stood near a wall and started to rotate your lovely 3D details would suddenly mip into a flat surface.....my boss would kick my butt!

Maybe blank some pannels out, cut some more details into the surface to stand up to close scrutiny + pick out real time shadowing from your lighting, and slightly shift the pallet to uncamo it from the background a little.

 

Great effort dude - sorry for the late crit - twiddling me thumbs waiting for the new year celibrations to start! HAPPY NEW YEAR

NawaL's picture
Posts: 35

@ davilshands :

thanx very much for the critic I really appreciate that, myb It's to late but I totally agree with you.

I've done the whole scene very fast (about 20 days) because I was afraid to don't finish in time.

I've spent to much time on the panel modeling/textures for the bunker without focus on the entire environment (like u said about floor plane and rocks).

Exit pipes it's a great idea ^_^ and helps the bunker to blend with the ground, I'm also thinkig about a footpath to the main door.

This is my final entry, but for my portfolio I think I'm gonna make this twiks Smiling Tnx so much.

 

HAPPY NEW YEAR!

 

cheers

NawaL's picture
Posts: 35

done Laughing out loud