Quake 4 Door

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Hi all!
Been a long time since I posted here, mostly because of lack of time due to my new job.
But I have vacation now,so hopefully I'll be able to finish this before it's over!

Here's where I'm at right now:
I think I can call the highpoly more or less done.
Time to get it into Maya for low poly creation.

highpolydoor.jpg

And here's a link to the concept by Paul Richards I'm using: http://www.autodestruct.com/images/quake4_door3.jpg (The one to the left)

Please let me know what you think! :)

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  • MrHobo
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    Looks good so far, though a lot of the door grooves feel a tad bit more pronounced in the concept. The sides a bit bear too, but it's a WIP so I'm, guessing you haven't gotten to it yet.
  • Mcejn
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    Good start. Some of the larger bevels are looking a bit soft though.

    Stertman recently did a very similar door. It'd be a good idea to see his approach:

    http://www.polycount.com/forum/showthread.php?t=86451

    -m
  • Darkrusader
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    Very cool man...I love this door! I took a shot at it a while back too. Its interesting to see how it is interpreted by other people. Here is the direction I went with it.

    itgQa.jpg

    If I had any tips, id say watch your different edge qualities. Some spots feel a bit soft while others feel a bit sharp. I learned a lot modeling this door. Id say use all the views he made to make sure your scale is good. Its a bit tricky though cause when you line up the orthographic drawings, they dont line up perfectly so you have to freestyle a bit. But that is the funnest part!
  • Wiktor
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    Thanks for the comments guys! :)
    Been sharpening up a few areas, and I remade the middle sections partially.

    q4doorwip3.jpg
  • Wiktor
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    Remade the front "blocks" with the pipes in them.
    Sorted out the "problem" I had with the sides of the door. I realized I had overlooked the boxy things that take over after the frame closest to the wall ends.
    Also added some more details and fixed some bevels.
    I also figured out how to render in Modo. :)

    door5.jpg
  • ajr2764
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    looking good man nice render as well. whats the setup like to render..i use modo also i need to start getting some better renders.
  • Wiktor
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    ajr2764 wrote: »
    looking good man nice render as well. whats the setup like to render..i use modo also i need to start getting some better renders.

    Thanks! :)

    I made a quick image showing my render tree.

    modo%20render.jpg

    Simply add an occlusion node to your tree and fiddle around with the settings. I also added a point light to light up some darker areas.

    Hope this helps!
  • Wiktor
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    Further tweaks and detailing:
    door6.jpg
  • n88tr
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    that's one solid looking door!
  • Wiktor
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    Right.. I think I can call the highpoly more or less done.
    Time to get it into Maya for low poly creation.

    highpolydoor.jpg
  • Wiktor
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    Door baked.
    A few problematic areas, but I'll sort it out. :)

    doorbaked.jpg
  • Wiktor
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    Started laying out a basic color scheme.

    colorscheme.jpg
  • DOG-GY
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    Idk if you plan to keep that cream color but I love it. Very calm looking to me which gives a nice contrast to your first one looking bright and exciting and all.
  • igi
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    This is coming along nicely and thanks for the MODO rendering tip.I didn't knew anything about that occlusion layer thing.
    Why don't you model the low-poly in MODO?
  • Wiktor
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    Thanks guys! :)
    I didn't model the lowpoly in modo simply because I'm too comfortable in maya, and I have a good workflow making lowpoly and uv mapping there. I guess I should learn that in modo. :P

    Here's a small update before I go to bed. :)

    update.jpg
  • Wiktor
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    Some more progress.

    progress.jpg
  • Guy123
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  • Wiktor
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    Started working on some wear&tear and some more material definition.

    progresws.jpg
  • Mark Dygert
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    Lovely, that's pretty awesome nice work, you're in an great place to start adding wear and a bit of damage, just don't go crazy and think about it logically and it should come out amazing.

    Are you using emmisive materials or are you having to fake it with lights? The bottom light has a bit of a weird cone which is kind of odd.
  • Oiban
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    great job! I agree with Mark, the bottom light looks a little bit wierd. But anyway its an awesome job dude :)
  • Prophet
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    Very nice job. Can I ask why you did the LP in Maya? For the bakes?
  • Wiktor
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    Thanks guys! I appreciate the kind words! :)
    The lights are emissive, but I've placed spotlights there to get actual lighting. :)

    I made the lowpoly in maya, simply because I'm more comfortable with lp modeling and uv mapping in maya.

    Right now I'm remaking the UV's, and so far I've increased the texture space with about 20%.
    I'll start posting again when I've reached about the same point as I was before I remade the UVs.
  • igi
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    Really cool stuff and lighting.Is it from maya wievport or render?I think there is no problem to make low-poly and unwrap in MODO,especially for someone who at your skill level.I can say that MODO do things better and faster.
    Would you mind to share texture flats when you have finished?
  • Wiktor
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    Thanks igi! :)
    I will definately try doing everything in modo next time!
    Sure, I can post the flats here when I'm done. :)

    Here's the new bake:
    newbake.jpg
  • Andreas
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    Lovely, that's pretty awesome nice work, you're in an great place to start adding wear and a bit of damage, just don't go crazy and think about it logically and it should come out amazing.

    Trolley-tire grease/skid marks plz!
  • n88tr
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    is this for UDK?
  • Computron
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    Cool, I too am making a door from the same concept, I'll post pics soon.
  • Rhoutermans
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    very nice, can't wait to see it finished, and indeed; give flats :)
  • jayoplus
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    Nice work Wiktor.
  • dang87
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    Looks pretty good. I was working on one but it is the gear door concept.
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