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.
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!
Replies
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
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!
Been sharpening up a few areas, and I remade the middle sections partially.
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.
Thanks!
I made a quick image showing my render tree.
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!
Time to get it into Maya for low poly creation.
A few problematic areas, but I'll sort it out.
Why don't you model the low-poly in MODO?
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.
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.
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.
Would you mind to share texture flats when you have finished?
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:
Trolley-tire grease/skid marks plz!