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Posted

So here is a big update! I spent the last week working like mad on all the new foliage pieces I’ve added. The largest part of the work is behind the railings, but I have also done a lot to the front area too. Nearly every asset has got another pass of love. Most of this work was done to bring a greater sense of unity to my colour pallet. Gonna call this done, as now I feel I need to move on to another project for a bit. That is unless anyone has any more awesome advice, otherwise I'll sort this into my portfolio soon.

Thanks for the comments again guys, much appreciated. I hope I addressed your colour concerns too Koko, it certainly made an improvement to my eyes.

As before, some high-res shots (clicky).

Fantasy_Graveyard_Mini_Scene_v2_FrontOverview-600x375.jpg

Fantasy_Graveyard_Mini_Scene_v2_RearOverview-600x375.jpg

Fantasy_Graveyard_Mini_Scene_v2_ZoomFront1-600x375.jpg

Fantasy_Graveyard_Mini_Scene_v2_ZoomFront2-600x375.jpg

Fantasy_Graveyard_Mini_Scene_v2_ZoomRear1-600x375.jpg

Fantasy_Graveyard_Mini_Scene_v2_ZoomRear2-600x375.jpg

Fantastic !!! awesome job in the end :)

As your scene is seen for very close, be careful about the pixel ratio of everything !

It would looks also super cool with some fresnel in the shader for the render i think :)

Posted

It seems I just can't put this thing down. I'm having trouble deciding when to call it done, I must be close now :crazy:.

I've addressed more of the points people gave me. Things like the back of the scene out-doing the front, and I gave those nasty seams around the grass some extra attention, thanks for pushing me to try those again :P . That random wheel also makes sense now, in the cart it was always destined to be a part of. The blue in the fence was to make it look harder, not the other way around. Everything else is warm and organic so I thought a cool blue would work for the metal.

fantasy_graveyard_scene_updatedfront.jpg

I've tried to keep pixel density as even as possible, and if I apply checker textures it's fairly close. As for Fresnel in the specular, I have got it to some degree on most of the pieces, I think it's one of those things that shows up better in motion.

Posted

Awesome work man, but there is still something in your lighting that doesn't give justice to your scene, try to create an atmosphere with more contrast, maybe find an engine to render the radiosity you can't do in marmoset ( maybe you could still try to render it in vertex colors with max and use it in marmoset but i'm not sure that's even possible)

Yeah it's you an atmosphere you need, with more contrasts, shadows and all .. don't worry if some assets can't be seen, you can still keep this version to show the assets ! But show also you can make a cool alive atmosphere ! :)

Posted

Thanks for the comments. I've been wrestling with the lighting for a while, it started off darker but the textures were also brighter so it doesn't look like it's changed much from update to update.

What do you think of this? Hopefully it's got that night time feeling. I would probably use this (or similar) for all of my still and maybe fall back on the original sunset-like lighting for the turntable which I think needs to be brighter to balance out the movement.

fantasy_graveyard_scene_frontlighting_wip1.jpg

Doing it in a games engine is certainly an option, and I hope to eventually do a complete environment in this style in the near future. But I'd need to really get to grips with one to do it justice (Source won't cut the mustard here), I'm only loosely acquainted with UDK and I think Cryengine 3 would be best for the foliage, right now I want something quick and effective for my Portfolio while I apply for jobs.

Posted

This looks awesome, good work, adding the cart was a good choice. The only thing that catches me as possibly off is the open grave, it doesn't look to me like a deep hole, might be the lighting but I'm not sure.

Posted

Love it! The extra attention to detail behind the fence brings it together a lot nicer. I still think a large cemetery gate in the middle of the fence would've centralized the piece to join the front and back, but you don't wanna invest too much time into it I guess and it probably wouldn't work with the gravestone placement anyhow. The cart is a really good addition, as are the mushrooms! ;)

Great job!

Posted

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.

fantasy_graveyard_scene_zoomfront1.jpg

fantasy_graveyard_scene_zoomfront2.jpg

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.

Posted

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.

fantasy_graveyard_scene_frontwire_large.jpg

fantasy_graveyard_scene_rearwire_large.jpg

fantasy_graveyard_scene_textures.jpg

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