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Ben Ashcroft - Second Year GA Thread

Ben Ashcroft games art thread second year new

42 replies to this topic

#1
Bashmann

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Welcome to second year


Edited by Bashmann, 15 October 2017 - 12:07 AM.


#2
Bashmann

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Guess it's time to start a new thread, haven't been very active here really, but I guess nows a good a time as any to get started.

 

We have to make a room from a film, book or tv show, I chose room 101 from The Matrix, more commonally known as Thomas A. Anderson's room before he becomes Neo.

Here are my references:

Spoiler

 

As you can see I have a lot to do, which is why it's a while into the year before I posted, I've been busy. This is what I have after about a week and a half.

 

Here's what I have so far:

Spoiler
Spoiler

Edited by Bashmann, 15 October 2017 - 12:11 PM.

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#3
owenm

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assets are looking good the rooms rather dark so id use the "tomoco studio" hdri in substance instead of the default like you are right now, it'll better show off how the assets will look in a low light environment.



#4
Bashmann

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Thanks, yeah I've been looking at them in different lighting conditions, for these screenshots I just wanted to get the colours visible as the studio is very bland when it comes to lighting. By doing it in this lighting I was hoping I could use these assets in different scenes in the future.

 

Here's the blanket with that lighting.

 

0HyN27x.png


Edited by Bashmann, 15 October 2017 - 02:46 PM.

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#5
Almighty_gir

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Stop relying on smart materials to do the work for you. Get in there and paint over the smart material masks (right click the mask > add paint) and make it actually look good.

 

Also, play around with height values so things like the dirt on the bowl doesn't look like sharp bits of sand or whatever.

 

You know, actually put some effort in yeah?



#6
Oliver Hopley

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Nice work Ben keep it up. It's impressive to see you producing assets so quickly.


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#7
Bashmann

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Thanks Lee, I appreciate the feedback, I never did use a smart material in any of my substances so I appreciate the compliment. I also agree on the height map of the bowl I've found this value to be really sensitive on such a small asset. I've been putting effort in, unfortunately I have more than this brief to focus on, and am trying to balance my time wisely.

 

Thanks Oli, slowly but surely.

 

Here's a list of the major assets I have left for my scene, if anyone has any suggestions feel free to list some stuff for me to make for this scene, also I'd really appreciate some feedback on how to make the wires quickly and cheaply.

 

Spoiler

Edited by Bashmann, 16 October 2017 - 06:06 PM.

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#8
tweedie

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I think that comment was rude and unhelpful. Most people are only just getting to grips with substance painter in second year, after all. I agree with the sentiment but definitely wasn't diplomatically phrased.

That said, I think the main thing you should work on is breaking up your colours / general material definition. Currently lots of the assets are uniformly coloured all over. Add some sun-fading to the lamp, make its wire stand a metal material, maybe give it a metal ring/lip around the bulb too. Try and think what details / components it'd have. Add some dirt buildup around the legs of the shelves wherever they meet the shelf surface.

It's a good start, but try and think through the story each of the assets has been through, and what changes in the environment would have affected the textures some how. Good to see you posting, keep it up :)


 



#9
Almighty_gir

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I think that comment was rude and unhelpful. Most people are only just getting to grips with substance painter in second year, after all. I agree with the sentiment but definitely wasn't diplomatically phrased.

That said, I think the main thing you should work on is breaking up your colours / general material definition. Currently lots of the assets are uniformly coloured all over. Add some sun-fading to the lamp, make its wire stand a metal material, maybe give it a metal ring/lip around the bulb too. Try and think what details / components it'd have. Add some dirt buildup around the legs of the shelves wherever they meet the shelf surface.

It's a good start, but try and think through the story each of the assets has been through, and what changes in the environment would have affected the textures some how. Good to see you posting, keep it up :)


 

 

I think you shouldn't judge comments without knowing the person who made them, what they are like, and if they know the person they're talking to.

 

Ben knows i'm an asshole :p



#10
tweedie

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Okiedoodle. Perhaps that's exactly why you shouldn't make comments like that though. shrugs


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#11
Karu

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tenor.gif


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#12
Almighty_gir

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Okiedoodle. Perhaps that's exactly why you shouldn't make comments like that though. shrugs

 

Perhaps, but i also don't care.

 

giphy.gif

 

Thing is, i'd love for people to come tear my shit apart, but nobody does. It's dumb. You all want to be pro artists, you're going to get your shit pushed back in so many times you'll end up with a bad taste in your mouth, get used to it.

 

Ben, list looks good. You've got a lot to do and i think my biggest criticism here would be that you're largely going to be forced to focus on quantity over quality. Because you have such a huge volume of things to make in order for it to be scene accurate, you're going to have to cut corners somewhere, which is a shame. In future... While it's great to think huge, i would focus on making something smaller, and high quality.

 

Your keyboard doesn't match either of the ones in the scene. This might help you with that: https://imgur.com/a/esj2HAlso, pay special attention to the windows key logo, it was different back then. yeah, i'm old enough to remember. ;)

 

Another important to consider is that while a huge chunk of your time is going to be spent modeling and texturing, you're likely going to be neglecting scene setup and most importantly, lighting. You should probably think about getting a graybox up with a basic lighting representation ASAP.


Edited by Almighty_gir, 16 October 2017 - 07:30 PM.


#13
ZombieDawgs

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I wouldn't be afraid to buy some Unreal marketplace stuff if you have the money to. It not only will show you what quality to be matching and how everything should be set up (Hopefully they're using instances) but you'll get the shitty work out of the way really quickly.

 

Just make sure you note it in your submission of course.


Edited by ZombieDawgs, 16 October 2017 - 08:08 PM.


#14
Dan Dindarov

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I think you'd benefit a lot by what Adam just said. This is coming from a little bit of a vfx perspective but I'm pretty sure it translates perfectly to games, in the sense that having 2 or 3 assets in your reel that are jaw dropping will benefit you miles more than having 8-9 that are alright.

 

So yea if it's an option for you to spend a lot more time on the hero assets and populating the rest with marketplace stuff I would def suggest that

 

(Might want to check if you can do that for the brief before)

 

Great work so far though



#15
Bashmann

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Thanks for the feed back, I will definitely look into the brief to see the ability, I have tried to add a lot of detail to the larger assets, (blanket and monitor) but I was starting to feel the pressure so sped up the production of these assets.

 

I am also trying to create a generic self created library to pull from so some of these will definitely seem generic. I agree with the quality of some of these not being great, I am just starting substance painter so they're not looking great quality and I get the comment on the cleaness of the assets, grime and stuff I find quite situational to location etc so I'm thinking about adding grime maps and scratches etc in engine.






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