Had a new year holiday to work on another prop. the water heater and the pipes... Took me whole day to finish this, but I am pretty happy with it for now
Had a new year holiday to work on another prop. the water heater and the pipes... Took me whole day to finish this, but I am pretty happy with it for now
Would you mind sharing how you did that cement texture?
Did they simply block it out and then zbrush and texture 3-4 stairs before duplicating them?
I intend to do this myself, but the only thing im confused about is would i simply zbrush the stairs, duplicate the retopologised mesh and connect them; then overlay the uvs before baking? or would i simply have 3-4 separate stair meshes?
Did they simply block it out and then zbrush and texture 3-4 stairs before duplicating them?
I intend to do this myself, but the only thing im confused about is would i simply zbrush the stairs, duplicate the retopologised mesh and connect them; then overlay the uvs before baking? or would i simply have 3-4 separate stair meshes?
I sculpted two stairs, I then uvd and baked them, and cloned them how I wanted them.
Did they simply block it out and then zbrush and texture 3-4 stairs before duplicating them?
I intend to do this myself, but the only thing im confused about is would i simply zbrush the stairs, duplicate the retopologised mesh and connect them; then overlay the uvs before baking? or would i simply have 3-4 separate stair meshes?
I created two steps (Cubes) and on top of those cubes I created two long rectagulars... the steps
I sculpted in zbrush and then in maya I duplicated and rotated to vary.. but i stopped the project there,, I have some stuff that came up that i needed to do.
Hello everybody i'm new here so let me introduce my self :poly136: My name is Zoran aka Deoce, 20 years old and so far cg art is my hobby hoping one day i'll work professionally.
Seen this challenge few days ago and decided to join This is my progress so far...
This is just little preview of the objects till i finish whole scene
@Rockguy, those lighting looks nice. [I wish I could move on to UDK soon]
btw, doesn't that red floor tile look too big and the white floor tile too small than the concept ? or is it intentional ?
I'm kinda disappointed with how everyone left as soon as Christmas came. I'm going to make a discussion thread for next month tonight if I have time. Also I plan to pick this back up on Monday I'm just so sick of being on the computer, need to go explore the real world a bit.
@Alex: Yeah, I see there is lesser and lesser post in this thread these days,But I am too much concentrated to finish this. Never been so much dedicated to personal project...
Also, when will be the next challenge start, Can I request, not to do the project back to back.... I think need some gap between each challenge. What say ?
@Alex: Yeah, I see there is lesser and lesser post in this thread these days,But I am too much concentrated to finish this. Never been so much dedicated to personal project...
Also, when will be the next challenge start, Can I request, not to do the project back to back.... I think need some gap between each challenge. What say ?
I think I MIGHT make a break, so it ends on the last day of the month and starts on the first. IN FACT. I will now. SO BOOM, you have all been granted extra time.
THE CHALLENGE NOW ENDS ON THE LAST DAY OF EACH MONTH STARTING THIS MONTH, SO JANUARY 31st Thank you for your time, I hope to see more finished stuff with this new deadline extension.
@alex I've been working on this nonstop, so don't be disappointed
As a noob around here, I decided to do things the 'proper' way, which is to bake those textures from zbrush and minimize relying on stocks.
I feel like I'm learning a lot here, but the time I already spent seems hardly reflected by the amount of output I got. haha
I'm kinda proud of the modular pipes I made though. Still a ton of work ahead of me, but I think I got a good workflow nailed down. I will start making props tomorrow, then work on completing all the assets. After that will be a 'polish' pass which will include cleaning up some textures, and adding a bunch of decals everywhere for dirt and blood and stuff.
There is a great thread on this. Basically if you wanna remove that gradient you need to split your smoothing groups on 90 degree angles to remove that, BUT! Make sure you split your uvs there.
Also I would use a lot more polys for the round part!
In Xnormal... to remove the gradient make sure that the lo poly normals are Hard Normals in the Normals options. I found this after breaking my head for like 2 days, that i almost gave up.
This shot looks wonderful. Nice work
something I felt odd is the pipes, not exactly sure what, but feels like doesn't match with the environment ? .
-How did you do the racks, are the holes highpoly bake or actual geometry ?
Wow, everyone is coming up with great work... I get most of the ideas from your shot .. Thanks ....
Completed few other props for the room. Rendered the shot in marmoset, looks okay for now but will do all the additional work later when I assemble them in UDK.
Last night installed UDK (Finally, Yipeee), and tried playing with it abit.
Exported few meshes BUT does look correct, everything looks DARK,even with lights and also the normal map seem to be flipped or something :S ...
Anyways, need to watch some tutorial first then will be continuing the work in UDK and start lighting.
Just wanted to say I scraped what I had before and going for a slightly more stylized look that is in the concept now that we have untill the end of January.
Just wanted to say I scraped what I had before and going for a slightly more stylized look that is in the concept now that we have untill the end of January.
Thanks:)
I'm excited to see what you come up with.
This is my attempt at realism but I feel it's more stylized so I guess I'm failing. Haha.
Also, got the correct cubemap on the bottles as well as set up an environment probe. AND BEFORE A WORD IS SPOKEN ON THIS MATTER, I will correct the corner bricks.
I'm late to this, not much of a newb, and I have a habit of not finishing non work related projects. But this looks like too much fun to pass up, I'm going to give it a shot for the fun of it..
AlexCatMasterSupreme
"The one thing that stands out in this and a lot of the posts is that people seem to be disregarding the scale."
I'll agree, although its seems to be more a literal representation of the concept sketch and less real world scale. But other than that everyone seems to be headed on the right direction. I really enjoy seeing how different styles play out on the same model. Good work everyone.
This shot looks wonderful. Nice work
something I felt odd is the pipes, not exactly sure what, but feels like doesn't match with the environment ? .
-How did you do the racks, are the holes highpoly bake or actual geometry ?
Thx, for the rack it's the actual geometry. Simple plan with holes and two sided materials for preserving the triangles count.
Replies
Would you mind sharing how you did that cement texture?
Umm... since new to texturing, for all texturing I saw few tutorials.
for the walls, and the cement,
I saw http://www.3dmotive.com/training/zbrush/tileable-zbrush-video/?follow=true
and went step by step as the tutor explained .
Did they simply block it out and then zbrush and texture 3-4 stairs before duplicating them?
I intend to do this myself, but the only thing im confused about is would i simply zbrush the stairs, duplicate the retopologised mesh and connect them; then overlay the uvs before baking? or would i simply have 3-4 separate stair meshes?
I sculpted two stairs, I then uvd and baked them, and cloned them how I wanted them.
I created two steps (Cubes) and on top of those cubes I created two long rectagulars... the steps
I sculpted in zbrush and then in maya I duplicated and rotated to vary.. but i stopped the project there,, I have some stuff that came up that i needed to do.
Seen this challenge few days ago and decided to join This is my progress so far...
This is just little preview of the objects till i finish whole scene
UDK engine
Sorry for my bad english.
Critiques are welcomed :poly122: :poly136:
btw, doesn't that red floor tile look too big and the white floor tile too small than the concept ? or is it intentional ?
btw, those props man, badass.
@Alex: Yeah, I see there is lesser and lesser post in this thread these days,But I am too much concentrated to finish this. Never been so much dedicated to personal project...
Also, when will be the next challenge start, Can I request, not to do the project back to back.... I think need some gap between each challenge. What say ?
Here's my block-in. Like everyone else, my brain hurts from trying to figure out proportions and scaling.
I think I MIGHT make a break, so it ends on the last day of the month and starts on the first. IN FACT. I will now. SO BOOM, you have all been granted extra time.
THE CHALLENGE NOW ENDS ON THE LAST DAY OF EACH MONTH STARTING THIS MONTH, SO JANUARY 31st Thank you for your time, I hope to see more finished stuff with this new deadline extension.
@alex I've been working on this nonstop, so don't be disappointed
As a noob around here, I decided to do things the 'proper' way, which is to bake those textures from zbrush and minimize relying on stocks.
I feel like I'm learning a lot here, but the time I already spent seems hardly reflected by the amount of output I got. haha
I'm kinda proud of the modular pipes I made though. Still a ton of work ahead of me, but I think I got a good workflow nailed down. I will start making props tomorrow, then work on completing all the assets. After that will be a 'polish' pass which will include cleaning up some textures, and adding a bunch of decals everywhere for dirt and blood and stuff.
Did some changes to the lighting still working on it
It's low-poly? Looks very detailed. I like it
Yes, it is the low poly, and thanks!:D
I made a high poly in max then I baked to down to the low poly.
Here are some veiwport shots of the high poly:
Holy crap! Is it thread on bolt?!:poly121:
I do normal the same way. But I have some problems with it. Here it is:
Do you use xNormal or 3dsMax to bake them?
3dsmax.
There is a great thread on this. Basically if you wanna remove that gradient you need to split your smoothing groups on 90 degree angles to remove that, BUT! Make sure you split your uvs there.
Also I would use a lot more polys for the round part!
This shot looks wonderful. Nice work
something I felt odd is the pipes, not exactly sure what, but feels like doesn't match with the environment ? .
-How did you do the racks, are the holes highpoly bake or actual geometry ?
Completed few other props for the room. Rendered the shot in marmoset, looks okay for now but will do all the additional work later when I assemble them in UDK.
Last night installed UDK (Finally, Yipeee), and tried playing with it abit.
Exported few meshes BUT does look correct, everything looks DARK,even with lights and also the normal map seem to be flipped or something :S ...
Anyways, need to watch some tutorial first then will be continuing the work in UDK and start lighting.
nice copper pipes too.
please enlighten me on how you did it....
Thanks guys!
and if you're talking to me is it the copper or wood you want to know about?
Just wanted to say I scraped what I had before and going for a slightly more stylized look that is in the concept now that we have untill the end of January.
Thanks:)
I'm excited to see what you come up with.
This is my attempt at realism but I feel it's more stylized so I guess I'm failing. Haha.
Also, got the correct cubemap on the bottles as well as set up an environment probe. AND BEFORE A WORD IS SPOKEN ON THIS MATTER, I will correct the corner bricks.
@ Alex yep the wood is cool, but it might be to smooth specially for a basement. maybe a bit more grain. but again pretty need.
Critiques are welcomed :poly136:
Sorry for my bad english
feedback is welcome.
The one thing that stands out in this and a lot of the posts is that people seem to be disregarding the scale.
Heres an current viewport capture with xoliulshader. The stair was sculpted in mudbox and then baked.
"The one thing that stands out in this and a lot of the posts is that people seem to be disregarding the scale."
I'll agree, although its seems to be more a literal representation of the concept sketch and less real world scale. But other than that everyone seems to be headed on the right direction. I really enjoy seeing how different styles play out on the same model. Good work everyone.
Thx, for the rack it's the actual geometry. Simple plan with holes and two sided materials for preserving the triangles count.
I'd like to know how you did the wood.