actually making the low polygon model,
the polycount is at ~16k, but I don't know if it's too much for a important next gen assets in a scene.
What do you think ?
Because if I must go down the polycount, I should probably delete or think differently some details.
i have to say i bloody love it mate when and if you texture it and normal map it this will look mint mate i love the attenion to detail of the real one you got.
This is the first pass of colours with some AO, cavity, and (b/w) curvature map for the metal borders.
What do you think about this first pass ?
(Mesh is at +- 17k triangles.)
This is a new update for the texture wip.
What do you think about colours, contrast, ...
Edit : I don't understand one thing with 3dsmax and Grabviewport 2.
When I put the png file to photoshop, the contrasts are not the same than in 3dsmax viewport. (I'm in flat mode.)
Is this normal ?
Update with a little wireframe, and an other picture with just the normal baked.
I you have some advices for textures, don't be afraid to say what you want.
Before restarting this project there a few days ago, I didn't know if I was going to keep the actual texturing or restart from the 3dsmax high definition mesh.
I think it is a better idea to restart with new bases.
It's not good to do things too fast.
So, this is the hp mesh from Zbrush.
There are still some little details and pieces to do but it's almost done for Zbrush.
What do you think about ?
(Picture in top of this page.)
the new zbrush pass looks a lot better, a few deepish scratches in the wood / metal from dragging/firing this sucker would add some, maybe some indents every now and then in the barrel aswell:
like those, but tiiiny and around the end and just every now and then.
Actually, Napoleon's artillery was one of the best artillery to be ever used in a land war around that era. It was one of Napoleon's great traits, to use artillery effectively in battle. The operators would not let their equipment go to rot, so they would clean it and keep it well maintained. That picture above is definitely NOT part of Napoleon's artillery, so I wouldn't use that was a proper reference. I believe that is a Spanish fortification cannon (google it) and not of the same type as the French's. Expand on your initial reference by finding more of the same. Good luck!
I doubt in the middle of war they would fill in all the nicks and marks made to the cannon. wether or not this is a reference of a different cannon, it's stil a cannon and if you keep your references to only 1 type of cannon you may not have as much variety when it comes to giving it life.
it was a reference for wear and tear, but wat evs.
A little new screen shot of the metal piece on the back.
And about the discussion between Mr Smo and garriola83, I know that real canon even in museum are not really destroyed, but in 3D we must do compromise between real and exaggeration to make things interesting.
So yes the cannon that Mr Smo show is not really a Napoleonic one but I understand what he say. His cannon is more a boat cannon, but it's interesting to have some references to see things differently and some details.
The Zbrush sculpt is finish and before redo the lp mesh from the sculpt and then bake maps, I thought it was a good idea to make a little paintover in photoshop.
Replies
this is a little update from the HP.
Any comments ?
Will you add damage in photoshop through normal layers or will you sculpt damage/detail in?
Good afternoon.
JL
Maybe texturing it if I really have the time, but before I would try to add some little details in ZBrush, and make the low with normal and ao maps.
actually making the low polygon model,
the polycount is at ~16k, but I don't know if it's too much for a important next gen assets in a scene.
What do you think ?
Because if I must go down the polycount, I should probably delete or think differently some details.
Other than the 3dsmax crappy uv packing tool.
In 3ds or other software.
Tonight I post the first update for the texture.
This is the first pass of colours with some AO, cavity, and (b/w) curvature map for the metal borders.
What do you think about this first pass ?
(Mesh is at +- 17k triangles.)
Next soon.
Good evening.
This is a new update for the texture wip.
What do you think about colours, contrast, ...
Edit : I don't understand one thing with 3dsmax and Grabviewport 2.
When I put the png file to photoshop, the contrasts are not the same than in 3dsmax viewport. (I'm in flat mode.)
Is this normal ?
C&C are welcomes.
Thank you
I you have some advices for textures, don't be afraid to say what you want.
Have a nice day.
Before restarting this project there a few days ago, I didn't know if I was going to keep the actual texturing or restart from the 3dsmax high definition mesh.
I think it is a better idea to restart with new bases.
It's not good to do things too fast.
So, this is the hp mesh from Zbrush.
There are still some little details and pieces to do but it's almost done for Zbrush.
What do you think about ?
(Picture in top of this page.)
like those, but tiiiny and around the end and just every now and then.
looking forward to the next update, cheers!
it was a reference for wear and tear, but wat evs.
A little new screen shot of the metal piece on the back.
And about the discussion between Mr Smo and garriola83, I know that real canon even in museum are not really destroyed, but in 3D we must do compromise between real and exaggeration to make things interesting.
So yes the cannon that Mr Smo show is not really a Napoleonic one but I understand what he say. His cannon is more a boat cannon, but it's interesting to have some references to see things differently and some details.
And just for info, I will now post the screenshots of the entire sculpt update on top of this post. It's more easy I think.
The Zbrush sculpt is finish and before redo the lp mesh from the sculpt and then bake maps, I thought it was a good idea to make a little paintover in photoshop.
What do you think about colours, tones, ... ?
it's just to say I updated some pictures on the top of the post.
(With LP and normal map.)
C&C are welcomes.
Thanks you and good evening.
so like I said yesterday in my previous post, I started the diffuse map.
I will first try some color sets before detailing with photo textures.
The first one. (LP + normal and diff color maps.)