Looking good dude. If I may weigh in with my 2 pennies worth. Further to Koko's comments on colour/contrast, I think you have too much red/brown going on in your foliage. In your reference the warm tones are mostly left for the bar, everything else is fairly cool in hue.
Posts by Jenn0_Bing
-
-
It certainly looks like id Tech5. So, if it is indeed Doom4, I am disappointed it's not set in space, let alone on Mars. I get that's maybe a bit stale for them/the series. But not nearly as stale as city settings are.
-
$1m now, all it took was 10 minutes and they made that $5k... Madness.
-
I guess it's something very similar to this. Apple bought this company (C3 Technologies) not too long ago.
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.It's basically what Pampers outlined in his post. A plane flies over taking high resolution photographs for textures at a few fixed angles. A separate camera system also collects a set at many more angles. The larger set is used to generate the 3D using parallax calculations which are then matched up with the other set of photo textures to create the map.
-
Loved the first one, really looking forward to picking this one up too. But I have such a backlog of other games to play, not to mention I'm no where near bored with Skyrim yet
. -
Whoa, I gotta agree, that tree bark is awesome. As for the foliage, two things jump out at me. One is how unnaturally it is growing from the trunk, I think you could benefit there by just make the branches towards the bottom a little larger. The other is the wood of the branches is much lighter than the wood of the bark, could benefit from matching them a lit more, will help make your leaves stand out.
For the normal maps, try going for more of a dome shape than you would normally think of using. Leaves often have a slight curve to them and it will help spread the light across their surface better. Right now you're just highlighting the very edges of the leaves with the normal it seems. Maybe also darkening their texture slightly will help the normal do more of the talking.
The house is looking awesome, nothing really stands out as off to me there. Really nice to see an update on this

-
I feel dirty in how I keep bumping this thread weeks apart, this time I can put the blame partly on Skyrim though. I've written another tutorial, this time about my workflow in creating the rose. I picked the rose over all the other foliage as this is much more complex, it's also the next most viewed/searched item on my blog after the textures. I realise it's not quite as unique as the grass texture was perhaps, but hopefully some of you may find it of use.
As with the last one, here is a link for those who want to forgo the jpeg artefacts.
And here is another epic-long picture.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/climbing_rose_tutorial.jpg]
-
I'm started using the SSAO today, I feel the pro's massively outweigh the cons. The biggest problem I have are artefacts when foliage is fading in or it's foggy, and weird AO bands sometimes visible in the sky.
-
Theres some really cool shots in this thread already, I must say it's a really cool idea. Today I decided to sit down and go through the settings files and try out some visual mods to see if I could find some settings I liked. It's incredible how much of a differencing this makes to the game. Here's the best of the shots I took while playing after the tweaking session.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Skyrim%20Screenshots/Screenshot10220.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Skyrim%20Screenshots/Screenshot17480.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Skyrim%20Screenshots/Screenshot50121.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Skyrim%20Screenshots/Screenshot115445.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Skyrim%20Screenshots/Screenshot120517.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Skyrim%20Screenshots/Screenshot144669.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Skyrim%20Screenshots/Screenshot148248.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/Skyrim%20Screenshots/Screenshot208599.jpg]
-
Back to Karkand was my favourite map of both BF2 and BF2142, I am delighted to see it returning to BF3. Similarly I was always a big fan of the Gulf of Oman, will be fun to relive my BF2 beta memories in BF3. Wake Island is a bit love hate for me, quite enjoy attacking, but defending was a real pain in the ass due to how exposed you always were, will be interesting to see if that's been fixed. My only real disappointment from that trailer is how Karkand is now mostly Blue, I don't really get the cold lighting in such a Middle Eastern setting. But hey-ho, as long as it plays well who really cares.
-
I played 5 hours altogether yesterday and I'm really into it now, can't wait for another round later today
. The art is fantastic, it's so well put together and everything looks so hand crafted. The graphics are lacking, but the way they've used what they've got more than makes up for it. -
Been playing 2 hours so far, seems as slow to start as any other Elder Scrolls game but it's bristling with potential.
-
Here's the first of the articles I have planned. Boy did I underestimate the amount of work these things take to assemble well, makes me respect everyone else who goes through the trouble with their work even more. I started with the grass because it has received some attention, and the majority of search engine hits on my blog are from people looking for painted textures. I'm going to do all the talking first as it's a bit on the epic-big end of the length scale.
So, in short this is exactly how I handled the grass in the scene. With a few refinements that I was able to make going over the process again with the gift of hindsight. In all truth, I'm not sure the crazy camera set-up is completely needed, and I would love to hear from anyone here who may know a quicker, simpler alternative. That being said, once it's set up once you can basically just import that se-tup into any scene you may want to render in a similar fashion. I tweaked this method to also produce the leafy texture used at the back in the forest area. Next I'll probably tackle the foliage in another similar tutorial, and after that a more general walk-through. If anyone want's to know something specific now's the time to say.
There's a sharper HTML version on my portfolio for anyone who can't stand JPEG artefacts
Epic-Picture-Time:
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/hand_painted_grass_tutorial-1.jpg]
And if your scroll wheel has gotten you this far, here's the diffuse textures for the examples
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/examplegrass_diffuse.jpg]
-
Cheers guys.
Here's a shot of all the texture maps and their components, aswell as a couple of wire frame shots, the Toolbag doesn't seem to handle occlusion of the wire-frame render too well so they are a bit busy. Every solid asset was baked from a high-poly model, with most of them using sculpts from Mudbox. The foliage was a mix of purely hand painted bits, and parts baked from max using Object Paint to arrange separate hand painted foliage pieces to create texture planes. I also used object paint for the grass and leaf textures. Like I say I hope to go into more detail with an article of sorts. I haven't done anything ground-breakingly-awesome, but at the same time I had a hard time finding similar explanations from other artist and I'd like to give something back for all the help I've got on this.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/fantasy_graveyard_scene_frontwire_large.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/fantasy_graveyard_scene_rearwire_large.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/fantasy_graveyard_scene_textures.jpg]
-
I've bumped into this one now and then when I think to check indiedb. It looks pretty cool, but I think they've picked a very hard idea to make balanced and fun to play. I'll be interested to see how well they pull it off.
-
That column looks great to me knj, nothing stands out as wrong with the moss or the paint to me.
The Vulture, the barrel looks good to me. As for you metal rings, if you're using photo-source why not try a few different images of metal to find one that works for you? I think the one you have on there now is too rough for what you want.
-
Nice update. I like the rooftop garden, but wouldn't a door out onto it from where that bookcase is on that first interior make a little more sense? The ladder could stay, as it's a nice touch but If I was living in there I wouldn't want to have to go outside and right around my home to get to that garden space. Also the repetition in those window shapes, just rotating each separate window would help that out.
A very cool project, and it actually looks like somewhere comfortable to live.
-
So I'm going to call this final. Thanks everyone for the input and feedback, it's crazy how much better this looks when I compare it to my first post. I've learnt a lot just working on this small scene, which in the end was what I hoped to do. Now I plan to apply all these new-found skills and insights to a larger project which I will be starting in the near future.
I went back to the sunset lighting because apart from that one shot shown with the night-time lighting, everything else ended up very dark and flat. I didn't want to have that one shot with different lighting mixed in with the rest on my portfolio, so I felt it best to stick to the one sunset theme. I did however improve upon the backdrop, and worked on the lighting so it still has the increased contrast.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/fantasy_graveyard_scene_zoomfront1.jpg]External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/fantasy_graveyard_scene_zoomfront2.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/fantasy_graveyard_scene_rearoverview.jpg]
I am going to work on a couple of brief tutorials / workflow write-up style things soon, with the aim of sharing some of what I have learnt whilst working on this project. I'll post them up when they're done.
-
-
As a taste of what to come, that's extremely cool!
My only concern is, and I don't want to be "that guy," but it looks unbelievably small at the moment. It's not realism I'm discussing here (that's boring
) but believability, I have a hard time believing that the space inside that building could be put to much good use.In your concept I imagined it expanding and widening backwards, though maybe you will frame the final scene so the rear of the building is cut off and that can be left to the imagination?