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Adam Nield's Work Thread

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#166
Soulss

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I think the scene looks good, but I wanted to make a suggestion for the future. I don't know if you had a story in mind from the beginning or just trying to create one after you have built the scene, but I think it's something that should be considered from the get go.

 

This may be a personal taste thing, and I know you set out to build something specific so forgive me if this comes across wrong, but from my perspective this scene would have been more interesting if you had built this as an old abandoned gas station. It would have given it a story without really having to think about giving it a story. I say this because as a portfolio piece it would have given it a lot more character, while this to me feels more like a archvis scene because it looks so perfect. It may seem like a trope to say build everything abandoned/broken down, but I think it benefits a portfolio more than building something architecturally perfect. 

While you have added dirt and grime, wear and tear to the textures, the models themselves all feel a bit too perfect. Lots of perfect lines, no real dents or deformation in the models themselves, which can give them a bit of character. Makes me want to go in and add deformers to everything.

I'm in the habit of adding subtle bends and curves to most of my models even if the object is meant to be straight, just to break that line. 

Something like this would have felt like it had more character, and the story would spring from the building itself. What happened here? Many more interesting shapes. Just something to consider for the future. 

 

dAkeZ03.jpg


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#167
Leooo

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I'm bored of seeing games art which has been grunged into oblivion. Dirty af != real.


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#168
shakeyc123

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I like what I'm looking at... give me more :)

 

 

vOLcSiC.jpg

 



#169
Almighty_gir

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I'm bored of seeing games art which has been grunged into oblivion. Dirty af != real.

 

I don't think Joe was saying to make it grunged into oblivion. But even the cleanest surgical rooms are still not pristine. Clean styles have their place, but it's unlikely you'll find any kind of clean petrol station.

 

The best example i can think of for an aesthetically clean petrol station is Just Cause 3:

maxresdefault.jpg

 

 

Incredibly bold and clean colors. But there is still some grunge to break up the surfaces.


Edited by Almighty_gir, 23 June 2017 - 06:39 PM.


#170
ZombieDawgs

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chillout.gif

 

I'll add a small amount of dirt, nothing major that will detract from the scene.

 

 

Another cinematic test to tide you over.

 

 

lbzCsin.jpg


Edited by ZombieDawgs, 24 June 2017 - 02:03 AM.

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#171
DigitalSalmon

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I think that if the lighting is bright enough to clearly illuminate the court, you'd be bouncing enough to make out some of the front of the trees? Or screw physics long live artistic license.

For the cinematic - Biggest thing for me is the static camera. Definitely a little subtle movement will add alot - It's also important to keep a camera moving if you're using any temporal effects, like Temporal AA or motion blur.

The siren light would also probably be much more diffused across the whole foreground. Bit of a crap ref, but the best I could find - 
hd-police-car-on-night-street_4j2i-qhrg_

A big one people mess up is lighting justification - the fuel&go needs to have some sort of emission source - maybe a lighting hanging down from the top. Do it however they do it IRL.

It's weird that the 4 light boxes are so dark whilst the roof they are attached to is so lit, but that could just be their material, so fair enough.

Can't tell if it's grain or rain; I'm going to assume rain and crit as such - but at 720 it's not really working. You'll need to have some atmospheric scattering on all your lights which aren't covered to show depth - 

96af7768cc8e9825f9d1207082e14a57--rainy-
 
Also get some spattering on the ground. It's subtle but important-
braving_the_night_rain_3_by_dannyst-d3g2


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#172
ZombieDawgs

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I think that if the lighting is bright enough to clearly illuminate the court, you'd be bouncing enough to make out some of the front of the trees? Or screw physics long live artistic license.

For the cinematic - Biggest thing for me is the static camera. Definitely a little subtle movement will add alot - It's also important to keep a camera moving if you're using any temporal effects, like Temporal AA or motion blur.

The siren light would also probably be much more diffused across the whole foreground. Bit of a crap ref, but the best I could find - 

A big one people mess up is lighting justification - the fuel&go needs to have some sort of emission source - maybe a lighting hanging down from the top. Do it however they do it IRL.

It's weird that the 4 light boxes are so dark whilst the roof they are attached to is so lit, but that could just be their material, so fair enough.

Can't tell if it's grain or rain; I'm going to assume rain and crit as such - but at 720 it's not really working. You'll need to have some atmospheric scattering on all your lights which aren't covered to show depth - 
 
Also get some spattering on the ground. It's subtle but important-

 

I'll give it a go and see how light spilling through the trees looks, but if it detracts too much it will be a case of artistic license > all as you said

 

I'll make it move & tweak the siren's lighting.

 

The fuelgo does have a light, it might be too dark on some monitors so it might be worth me adding a bit of soft light to show it does exist.

 

How do you think I would go about lensing raindrops around a lightsource like that?

 

I'll also add the raindrops, there's a material one; but it could do with a physical one for sure.

 

Cheers for this, real useful stuf.



#173
LittleClaude

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Amazing work, thanks for the share.

 

Never would have thought about adding those strange disk shapes, they look cool :) 

Attached Files


Edited by LittleClaude, 27 June 2017 - 10:29 AM.

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#174
Moid

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This is going well - my advice would be (apart from agreeing with the above comments from Ben, especially about the police car lights) to reduce the intensity of the white light in the curved forms behind the petrol station - the brightness of objects should diminish with distance, especially in rain (unless the objects are really bright). A slight colour tint would be good there as well. Keep the brightest whites in the image for the focal point area of the image. 

 

Another thought - the rain drops seem very wide to me, I would consider trying to make them much thinner if possible. 

Anyway the scene has a good Simon Stalenhag feel to it :)



#175
tweedie

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Also getting some Stalenhag vibes! Won't parrot what's already been said, but if you could move the camera just a touch to avoid the right hand white disc from lining up perfectly with the petrol station's pillar I think that'd help, at a glance it looks like it could be sprouting from the roof. Great job though man! :)

#176
snowed

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I'd pose the person a little better on the car, it's the only thing that's really throwing me off to be honest.  Even just bending his foot so it looks more natural, or putting his weight on his arms properly :)   Nice looking scene!



#177
ZombieDawgs

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Aye shimwea, thanks for all the notes. I'm away from my PC for the next month cause I'm holidaying in the states as per. I'll look into those adjustments when I'm cleaning it up for marketplace release :)

In other news, my 80.lv article went live today:


https://80.lv/articl...r-environments/
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#178
ZombieDawgs

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Aside from shitposting recently I've been making a DHC-2 Beaver, it's made by the DeHav aircraft company... can't seem to escape the vortex which is sHatfield

 

Still a fair ways to go on everything but it's taking shape.

 

STY55Wz.jpg

 

qZB5Kk9.jpg

 

RlvvNKw.png


Edited by ZombieDawgs, 24 August 2017 - 11:41 PM.

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#179
shakeyc123

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It's a plane

 

 giphy.gif



#180
ZombieDawgs

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It's a plane

 

That is correct.

 

More updoots:

 

W7lLnV0.jpg

 

7R0XfZJ.jpg


Edited by ZombieDawgs, 26 August 2017 - 10:38 PM.

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