[HD Remake] Sector 6 Slums

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That's a great update, good job  :)

The lighting looks very nice to me. The wall panels, the mechanical hand, the crane... all this stuff is spot on.
There are several aspects however, which may require some tailoring:
- I think Timu Sumisu confirmed we needed a x5 image, so I'm concerned with how it would look like at such resolution.
- I persist thinking your surface bumps on the road are way too high. Right now it looks more like very coarse concrete, not like paving asphalt. I can't imagine driving on that (cracks notwithstanding). Why don't you give a try to much smaller bumps for us to check out, and if your initial guess was indeed better, at least you won't have to suffer my complaints anymore  :-P
- Thinking of the road bumpmap, I have another suggestion: why don't you try an additional bumpmap (as a complement) with a pattern similar to the smaller cracks in the road as drawn in the original picture? These cracks would be deeper than your average bumps of course. Let me know if you need more clarification on this suggestion (I'm not sure what I mean is understandable enough).
- Your wood texture is a bit weird. I think that's typically the sort of problem that shows when you go high-res. When you get wooden planks, they don't show that kind of patterns with concentric circles (like you have when chopping a trunk).

Anyway, in my native language we have the saying "criticizing is easy, art is difficult", and I'm very much aware of that  ;)
 
- I persist thinking your surface bumps on the road are way too high. Right now it looks more like very coarse concrete, not like paving asphalt. I can't imagine driving on that (cracks notwithstanding). Why don't you give a try to much smaller bumps for us to check out, and if your initial guess was indeed better, at least you won't have to suffer my complaints anymore  :-P
I don't think the issue is depth. The bumps are too wide. If you walk into the street, how big are the small bumps in the road compared to your feet? Now compare these bumps to cloud's feet. Higher-resolution bumpmaps may be needed to get that effect right, though I'm not absolutely sure.
 
I don't think the issue is depth. The bumps are too wide. If you walk into the street, how big are the small bumps in the road compared to your feet? Now compare these bumps to cloud's feet. Higher-resolution bumpmaps may be needed to get that effect right, though I'm not absolutely sure.
You do have a point, and I actually think it's both. The "grains" in paving asphalt are of the scale of 1 cm, and the bump height is probably 2 mm. I don't know what tools are available in Maya for bumpmap texturing, but with Blender I would use a voronoi noise pattern with very fine scale and negative normal effect on geometry.
 
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V2 is my favourite so far.
I think it only misses the dirty white stripes
 
LoL this has come a long way since your v.1 .. good thing you welcome constructive criticisms and have the patience to keep redoing it. Good job! you should do other scenes.. you have the skills I'm sure TA could really use your help. :) :) :)
 
Sweet job dude, is this a 3D model or is it photoshop? I only ask cause you didn't show any editor screenshots. If this is photoshop this is incredible, really nice work.
 
According to his previous post, he used Maya/mental-ray + Photoshop :)
 
I don't like the wood texture when looking at the full size picture. I think the stripes should go along the planks' direction.
 
Thanks again for the comments guys, looks like we’re near the end of this scene :)

Here’s the 500% version (in massive 3200x2800 pixels) in which the road has a less bumpy - yet dirty - look (has to be seen up close I guess) and finer textures. Lots of post-render additions including the cracks; also fixed the wood texture.



Here’s a fake screenshot to show the level of detail while fully zoomed:



And here’s the editor:

2yn5t8h.jpg


Cheers,

Ulpian


P.S. @Mayo Master: Something along the lines of "la critique est aisée, l’art est difficile" I assume ;)
 
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Wow, incredible work dude. The wireframe is insanely clean too i'm quite impressed! Glad to see there are more and more people joining our team, keep it up!
 
Your materials are the tits XD  Love the rusty metal and concrete. How did you distribute the rubble? By hand or via script/plug-in?
 
My vote is put it in the "done" folder and move to another scene  :P
 
I agree.. it's hard to please everyone at this rate this will take forever.. I think it's great and you should move on to other scenes.
 
I am happy with the quality of V5

Make sure you save the model in case we can import it into q-Gears :P
 
Couldn't have improved it without you guys, thanks a bunch.  It really was necessary to go all the way to 500% but I do share the view that the latest version pretty much qualifies as done & dusted now.

@anaho: the random planks lying around you mean? I did a dynamic simulation letting three dozen of them fall and pile up on the ground, then duplicated the result here and there. The "stairs" are done by hand though.

Ulpian
 
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