Thanks guys! I was able to bring down the polycount by about 40% thanks to those tips
I decided to stick with 4 instanced stones but much more decimated. I also decimated the dirt a bit, in the reference image you can see that there is coal and other stuff that stacks up and since I am not going to use normal maps I will have to use some geometry for those kind of details.
I am now looking at 1555 faces, is that an acceptable amount for such a prop?
Eh, I'd say its ok, since it is a highly visible object. Anyone else with more experience got anything to say about its poly count? cause I'm probably wrong.
November 7th I think but join in man, I just did, its fun!
Edit: oh Nica nice man, but one crit, it seems like the wood is to smooth, maybe have some dirt at the bottom, less saturated towards the top from weathering, and maybe some imperfections, like knots or nicks, just a thought.
November 7th I think but join in man, I just did, its fun!
Edit: oh Nica nice man, but one crit, it seems like the wood is to smooth, maybe have some dirt at the bottom, less saturated towards the top from weathering, and maybe some imperfections, like knots or nicks, just a thought.
ha most definitely, i agree with the wood being smooth, i had that on my mind but i was not confident enough with zbrush. and agree with the knots and nicks, i can go back and retouch that. texturing is not forte so i am struggling to a crawl in that part.
thx for suggesting the transition and idea for texturing, hopefully i can repay you the favor and give you advice.
I think he meant the wood.
Hey guys I actually got the castle blocked in and was starting the high poly then I turned all my focus to the internship at arenanet so I wont be getting in on this one, but the sci fi one I would love to do, see yall in the hang outs, and good luck everyone, I will still be here for critique most likely.
Nah I meant the rocks and you should prolly make it all your own stuff except maybe the ground, it's for learnin man! Also you should overlay a rocl texture on that and then use a cavity map baked from a normal map for get those edge details and whatnot, that's a good place to start. The arena net art test got canceled so I might start working on this, I doubt it though, next month It's gunna be much more better and more people doing it, me included.
Question. Can we use vegetation that we didnt create ourselves? Like simple grass and trees.
Edit:
Some more update. I created 6 really low poly rocks that use the same texture (1 tiling face texture, and 1 tiling edge texture).
I also added some vegetation,,, I know that should come after all the main props are placed but I wanted to see if I could blend the raised ground.
Okay also a few things, for your ground coming up I would make an alpha for the grass so that you can have the tileable come off the ground so it doesn't terminate so sharply and makes it more lively. Secondly I would turn down the Global Illumination in your TOD as it's bouncing that green way too much. Use the cloth shader for the cloth and I would add a spec, the cloth shader can also give the cloth movement (minor) you could also vertex paint a mesh for the cloth entity, it gets great results if you do it right. The tiling on your cloth on top could use some work, it's too tiled. The stone needs a spec or something, it feels very flat. The rocks around the fire pit are good but they need more texture, they seem unfinished. I like the beated grass texture.
You need to bend the ground in like in the concept, that gave it a great sense of wear. You could use vertex baked AO for a lot of the low poly props. Cryengine will do AO for you if you make your geo airtight so you might wanna consider that as well. I would also match your ground extrusion grass color to the darker ground to.
i really want to join this, but i only just started to free up some time. does anyone mind if i join the party late? there is no way ill be able to do it by the end of the month, but id still like to bring something to the table
@Nistrum.
I think thats fine,,, its not really a contest, rather a learning experience for us to learn from each other.
Some more update:
Modelled some some,, also created that hay/straw vegetation. I played a little with the lighting. Tried to fix the road a bit but I think the spec needs tweaking. Havent gotten around to fixing some of the other things you suggested Alex,, but I will be working on the stone/rock textures next.
starting to look great man. the one thing i would say, is that the pattern on the side of those tents is REALLY repetative, maybe lower the contrast on the darkness so that its less obvious or maybe flip the UVs somehow so that it breaks up the pattern
I will try to get as much done as possible. I made a lot of mistakes,
Laying out UVS,
baking stuff out for normal maps,
but hey this is a learning experience so i know the next one I can do it faster. I mainly did this to get a better workflow and it is working as I am learning what to do and what not to do.
I believe Thursday is the last day for this. I havent had time to work on this for the past week because of midterms,, but I will post my final update sometime this week.
im so busy. i got mod work coming out of my ears. i might just start on the tens and see how we go once there... ill definitely miss the deadline, but i really want to play with the hand-painted style and warm feel of this.
Ive been busy studying for 2 midterms for the past weeks, sorry I havent been more active. If there are enough people who want to extend the deadline I guess we can do that. Or we can start a new one since we are already past the first month. We will also be doing an interior scene for the next round, so consider perhaps you guys will prefer that. Idk where Alex is, but let me know what you guys think and we will work on something.
Here it is at the end of the month.
Its missing certain pieces, I plan on completely finishing this later on though. I learned a ton during this challenge, and I encourage any beginner to join me in the next round.
Credits:
Some of the grass vegetation using the_grim's grass pack.
Ya sure. If you guys have any concept pieces (must be scifi) send them my way and we can get this started. If no one send me anything then I will choose one from my collection and create the new thread in a day or two.
Wish I hadn't discovered this thread so late, looks like a great learning opportunity for the more noobish among us. I'll be joining in the next one for sure!
Replies
I decided to stick with 4 instanced stones but much more decimated. I also decimated the dirt a bit, in the reference image you can see that there is coal and other stuff that stacks up and since I am not going to use normal maps I will have to use some geometry for those kind of details.
I am now looking at 1555 faces, is that an acceptable amount for such a prop?
I think im going to use a blend layer for the elevated ground piece the tent is sitting on.
Also, hang out?
https://plus.google.com/hangouts/_/ec8df1dd2b223b1469dda1f79472eca8227df05f?authuser=0&hl=en
Word of warning, my internet is bad so I have a delay in when I talk and when you hear it, about 2 seconds.
Edit: Looking great CDeniz! it is shaping up, also what engine is that?
I'm open for crit.
Edit: oh Nica nice man, but one crit, it seems like the wood is to smooth, maybe have some dirt at the bottom, less saturated towards the top from weathering, and maybe some imperfections, like knots or nicks, just a thought.
ha most definitely, i agree with the wood being smooth, i had that on my mind but i was not confident enough with zbrush. and agree with the knots and nicks, i can go back and retouch that. texturing is not forte so i am struggling to a crawl in that part.
thx for suggesting the transition and idea for texturing, hopefully i can repay you the favor and give you advice.
Thanks. Im working with cryengine 3.
@Nicafornica. Are you using a tiling texture for those rocks?
Does that cost anything or is it free?
Also anyone on this morning I made a hang out, I will be in it most of the day probably, working on this project.
https://plus.google.com/hangouts/_/d1fae25dcf774827cc8378de1f916bd06febd62b
For free - http://www.crydev.net/
no, just a regular base color with some AO and some random dirt, have to work on it a bit more.
GerardM: I actually REALLY loving the style of that texture!
It looks good if you give me your texture flats I could show you how you could make it come across less bland.
Morning guys
I will probably decrease the gradient in the texture because it's OVERKILL.!!
Tomorow I will add the cloth to the tent and start with the rocks
Edit:
Some more update. I created 6 really low poly rocks that use the same texture (1 tiling face texture, and 1 tiling edge texture).
I also added some vegetation,,, I know that should come after all the main props are placed but I wanted to see if I could blend the raised ground.
Sorry took so long, here:
Hey guys I actually got the castle blocked in and was starting the high poly then I turned all my focus to the internship at arenanet so I wont be getting in on this one, but the sci fi one I would love to do, see yall in the hang outs, and good luck everyone, I will still be here for critique most likely.
Okay also a few things, for your ground coming up I would make an alpha for the grass so that you can have the tileable come off the ground so it doesn't terminate so sharply and makes it more lively. Secondly I would turn down the Global Illumination in your TOD as it's bouncing that green way too much. Use the cloth shader for the cloth and I would add a spec, the cloth shader can also give the cloth movement (minor) you could also vertex paint a mesh for the cloth entity, it gets great results if you do it right. The tiling on your cloth on top could use some work, it's too tiled. The stone needs a spec or something, it feels very flat. The rocks around the fire pit are good but they need more texture, they seem unfinished. I like the beated grass texture.
You need to bend the ground in like in the concept, that gave it a great sense of wear. You could use vertex baked AO for a lot of the low poly props. Cryengine will do AO for you if you make your geo airtight so you might wanna consider that as well. I would also match your ground extrusion grass color to the darker ground to.
https://plus.google.com/hangouts/_/f298413a642ca5aa01aa6d80506bebb63bb55afd#
I think thats fine,,, its not really a contest, rather a learning experience for us to learn from each other.
Some more update:
Modelled some some,, also created that hay/straw vegetation. I played a little with the lighting. Tried to fix the road a bit but I think the spec needs tweaking. Havent gotten around to fixing some of the other things you suggested Alex,, but I will be working on the stone/rock textures next.
How is everyone else doing?
Laying out UVS,
baking stuff out for normal maps,
but hey this is a learning experience so i know the next one I can do it faster. I mainly did this to get a better workflow and it is working as I am learning what to do and what not to do.
Here it is at the end of the month.
Its missing certain pieces, I plan on completely finishing this later on though. I learned a ton during this challenge, and I encourage any beginner to join me in the next round.
Credits:
Some of the grass vegetation using the_grim's grass pack.
I'll probably create my own thread if I see this one doesnt fit for feedback anymore.
Any feedback appreciated here of course.
Keep going