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deceiver - 3D Sketchbook Thread


deceiver

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I'm gonna steal your idea HP =P...well others have probably done it, but whatever, I saw yours first ;)!

So yeah, this will be my sketchbook thread and I'll post any WIP shots and eventually final ones of 3D models I'm currently doing. Would love to get everyone's feedback on anything!

Today, I just started texturing the models I've done for my demo reel in the last month. I'm starting by this house, this is just the base clean texture, still need to dirty up the rock and such (windows and such are done though). All the nice details and complete texture should be done by tomorrow if all goes well:

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Arrr, didn't manage to finish roof and electric meter today, but here's how it's looking so far:

houser.th.jpg

Here's the wire for the chair as well, was kinda a bitch to model since everything had to be connected together, but I got through it eventually. Almost scrapped it and restarted at one point cause wasn't too happy with it.

chaira.th.jpg

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This looks like a cool little scene when finished :) Props/assets are fine and well placed, but I would definitely spend more polygons on the building. For example the door, windows, the wooden floor in front of the house etc. The building is the main piece in this scene, so I think it should be more detailed (I know it's wip). Maybe it's just me, but the windows next to the door look like they are a bit to low?

Textures are looking good so far, but need some better normalmaps.

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Yeah, I was a little too conservative on the polycount as this was one of the first models I started with and was thinking most of the detail would go through the normal map. I've been trying to keep "game-ready assets in mind". How do you think I could improve on the normal map?

farm overview.jpg[/attachment]

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Yeah, I reduced the glossiness in the spec map. Per my ref, the whiter bricks were a tad glossy, but looks off, so took it out. Wasn't too sure about the roof, but that kinda confirms it. I'll see if I'll need to desaturate it a bit after I do the lighting for the scene today.

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  • 3 weeks later...

I'm a bit in a dilemma for the grass in my farm. Don't know if I should go with a greener version or a yellower one. The greener version is more visually interesting (I think) as it creates a better contrast with most of the models whereas the yellower one makes more sense (since it's kinda abandoned and noone takes care of it), but has less of a nice contrast with most of the things. Given that I'll be adding dead crops in the background in the field you see which will be yellower, I'm leaning toward to greener version of the grass so they don't blend too much together, but there's still this nagging feeling of using the yellower one because it makes more sense =S. What do you guys make of it:

EDIT

Currently trying to overlay the two green and yellow variants and see how that goes. The mix of the two is the last pic.

EDIT2

After some more tweaking, added a some variation of green in yellow on the grass plane texture itself and changed up ground texture and arrived at the last pic, think I'll keep this for now (I'll probably change my mind again at some point =P). Newer one is the first pic:

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  • 3 weeks later...

Nearing the final render for the school demo scene. Here's the test render with composited layers:

0763251postprodrendutes.png

Still a couple of issues to sort out with the render layers. Realised that I'll have to separate transparent parts and such.

Whatcha think guys?

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