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polycounter lvl 11
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SelwynPhillips polycounter lvl 11
Hi there people of polycount. I recently started a monthly challenge that someone posted up. The challenge is about taking a piece of concept art and making it in a 3D package and importing the assets into UDK.

Basically I would like lots of feedback so I can approach my next project with better understanding. If you want wireframe shot of something just ask and I'll get it to you asap

Note: I'm using Maya for my modelling and texture baking.

The concept art which I painted over to identify repeated props and how many I needed to make
tumblr_mdr366c8WQ1rk3q8ho1_1280.jpg

I started blocking out the scene. Got a bit carried away with the mechanical section. None of it snapped to the grid.
tumblr_mdr2uiDgZV1rk3q8ho2_1280.jpg

Mechanical section redone: High and low poly
tumblr_mdyfd9lIpf1rk3q8ho1_1280.jpg

Normal Map of mechanical section (space left for some more pieces)
tumblr_me7lpz6iFS1rk3q8ho3_1280.jpg

more progress in Maya
tumblr_mebd2hnq8i1rk3q8ho3_500.jpg

Low poly door (122 tris)
tumblr_meis7b92Tp1rk3q8ho1_500.jpg

Low poly door in UDK.
tumblr_mesea244N11rk3q8ho1_1280.jpg

Diffuse map: Black spaces will have more geometry in there
tumblr_mex1zb5bfy1rk3q8ho1_1280.jpg

Where I am at now
tumblr_mex1htONS41rk3q8ho1_1280.jpg


I have learned alot during this project especially baking textures (although I'm still getting unwanted errors). Maybe next time I'll use Xnormal as I here it produces cleaner bakes (my normal bakes are a bit weak and sometimes doesn't catch the detail at all) or maybe a combination of maya's transfer mapping and the xnormal plugin in photoshop. Anyways enough rambling...

My progress (a bit more in depth) is also on my tumblr...
http://selwynphillips-3d.tumblr.com/

Thanks for reading. I look forward to discussing my work with you :)
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