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File: 3DVillage.jpg (316 KB, 1679x1007)
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Hey guys, I would really appreciate any tips or info no matter how minor on how to improve this Unity scene. (for example I am finding it hard to make a shadow form under the window frames along the walls of my houses) and I believe more shadows could improve the visuals of the scene but I'll take advice on improving any part you guys wanna give advice on.

I really need to beef up this scene for my portfolio because I am having trouble getting a job and I think the lack of quality in my scenes is the issue.
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improve your assets first
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>>627780
I'm assuming that includes the houses?
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>>627779
>I am having trouble getting a job

https://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
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>>627784
I said the lack of quality in the scenes is the issue, I understand it does not look that great, that's why I am here asking for help. No need to be a dick.
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>>627779
Don't be afraid to use more polys.
And fix that lighting, why is the floor so bright when the sky and every other object is so dark?
If you want it to look more realistic get a real life hdri for the sky. Not cartoon clouds.
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Your houses don't make much sense structurally, mostly because you've chosen the stone texture while there's wooden support beams.
watch this about medieval architecture:
https://www.youtube.com/watch?v=A4lszlCXYP8
You should always study before hand whatever you're modelling and try to understand the subject.
Here's stuff about portfolios:
https://www.youtube.com/watch?v=UrbfOpIP_UY
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>>>/vg/agdg/
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>>627779
man sorry it just doesnt look good
you need to set up your lighting better everything looks so flat


oh shit
i just realised that big fkn thing in the middle of the screen was meant to be a sword
i thought it was a pole or a tree or something, you got to fix the materials on that
put some stuff down the back of the shot by the clearing
put some lights on in some houses
add some kinda foliage or crap on the ground, so it looks a bit more lively
smoke from the chimneys maybe
honestly im startign to feel like im falling for soem bait
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Man, focus on individual assets first before trying to do whole environments. I don't want this post to look like bullying, but IMHO this is far far away from being good enough to get you a job. Take a step back and compare it with some professional work, if you can't see what is wrong, then that already says that you don't have enough knowledge and skills yet. The scene looks almost like it is from some game I played on my Sony Erricson dumbphone in elementary school. But let me ask you the basics. Why are the textures so low res? Why are the models so low poly that I can see individual edges? Lighting and rendering obviously needs a ton of work. But the color values don't seem very good to me either. I'd suggest you autistically focus on small thing in that scene and make it look good first. Just put a plane and make a good ground texture and render it properly in Unity. Then model a good looking wooden fence and make the textures for that look good. Then the house wall, windows, door etc. I spent a full month focusing just on some grass like a maniac while I was learning, how much time have you spent on this?
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>>627936
I appreciate the honesty, I know it looks like turd, I was hyper focused on just filling up the scene with as much stuff as possible and then just tarting it up with lighting but by the time I realized things didn't look to great and Unity was not going to fix that I had already laid out the scene.
I will try to address all your main points:
The texture resolution I am not sure how to answer, the actual UV files are mostly around the size of 2500x2500 but then not the whole canvas is allocated to the UVs in a lot of the models. (I'm not sure how to maximize use of a UV without stretching my textures) By the low poly comment do you mean why is the corner of the house 1 hard edge and not more chamfered looking? I don't have a good answer to that one I guess it just didnt occur to me (that wont take long to fix though) I really dont know much about lighting and all I have really done is follow a YouTube video using a post-processing stack on the camera object to mess with the quality a bit. I dont know what you mean by color values. You say just put a plane on the floor and render in Unity, by that do you mean manually model my terrain in 3ds Max rather than use Unity's terrain tool? In terms of how much time I have spent on it I would estimate maybe 10 hours over a long period of time. I just left a job that required 3D modeling of individual supermarket products for rendering purposes but obviously a junior position at a games company requires a much more varied skill set which I simply never had to learn at my previous role :(
Now im here frantically rushing to make a half way decent game scene because I hate being unemployed. But obviously I'm having to come to terms with the fact that 2 years experience at a shit job didnt really give me what I needed skill-wise for this industry.

I would also be glad for good learning resources that are free or cheap, what did you guys use if you are self-taught mostly?
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>>627961
>> the size of 2500x2500

??? did you just arbitrary chose this resolution ???
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>>627965
Yes, I have 0 real education on 3D design.
Im just watching 10 min YouTube videos and winging it.
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>>627779
Start using the bevel tool on the edges, even if they're small. It'll definitely increase the quality. Blade-like sharp edge is rare. It's alright if you bump the polycount up(to a reasonable amount) since it'll be culled by Unity anyway. Also, up the polycount and use cloth physics(or place it yourself) on the fabric in the left. Skybox is too dim compared to the ground. Rocks are too shiny, reduce the specular/smoothness.
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>>627936
How old you guys are? I'm curious.
I'm quite old, over 30 and I work in vfx now for 15 years. I'm wondering how you all can be so fucking clueless about everything? Especially during this age when internet is fucking full of tutorials and guides...
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>>628142
>Blade-like sharp edge is rare. It's alright if you bump the polycount up(to a reasonable amount) since it'll be culled by Unity anyway.

Most beveled edges must be baked (unless it's really part of the object's shape) otherwise you'll end up with a ridiculous polycount as more complex meshes are added to the scene.
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>>628147
Did I say something wrong?
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File: maxresdefault.jpg (210 KB, 1283x720)
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Ok anon,

here's the thing. A lot of the advice that has been given so far is mostly valid, but it's a real hodge-podge going into details and doesn't address the main issue. The important thing is, before you model anything,
you need to know how to start a project and how to follow a work process, i.e. how to go from idea to final scene.

Let's say you want to make a medieval/fantasy themed forest village. The first thing you do is determine what style you'd like to use: Stylized, like Zelda Breath of the Wild, or realistic, like Skyrim? Based on that,
you start looking for reference material. When collecting reference material, you ask yourself the following questions:

- What games are out there that I can use as a benchmark?
- What is the current standard of visual fidelity? What are the technical limitations?
- What about design/visual style? How do others create a certain look? Can I find inspiration in real cultures that existed? What can I do to create my own style?
- How do certain buildings and objects look in real life? (Instead of using your imagination, find out how things really look like. You'll avoid making things that look wrong)

After collecting reference material, make a quick checklist of the things you want to use, and you can start with greyboxing. Greyboxing is the process of setting up your scene and adding simple, untextured shapes
that will represent the final objects. At this stage you can determine how things will placed, if things are missing, or you have too many of something. More importantly, you can now determine how to re-use objects.
Think modular. For example, a building can be a separate ground floor, second floor, balcony, porch, garrets, chimneys, eaves, etc. Those parts you can re-use to create many similar, but different, buildings quickly.

part 1
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File: greyboxing.jpg (560 KB, 1920x1080)
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At the greyboxing stage, you can already try out lighting. This is great, because if you have basic lighting, you know which areas to focus on, and what details to put where, i.e.
less detail in shadowed areas, a little more detail in lit areas.

After you're done with greyboxing, and you have placeholders for all of your large and medium-sized objects, you can start modeling. Keep thinking about modules, and how to
refine them. Instead of finishing objects completely, do first basic UV texturing with a grid texture, and leave it at that for now. Just keep making objects with just the grid texture.
This will help you to determine if the scale of the textures is consistent between all objects. When you've done all of the big objects and a large portion of the medium sized ones,
you can begin texturing with the final textures. Think about the overall value and detail in your textures, and avoid visible tiling.

Just keep working until you're done with the big and medium-sized objects. Now you can add the small details, decals, etc. This is not so hard, because you have a good solid
base and it's a matter of adding the finishing touches.
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File: greyboxing1.jpg (99 KB, 1200x675)
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sorry, accidentally renamed and added wrong image. Here's an example of greyboxing.




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