Finally finished this enviro. Took me a lot longer than planned because it was my first environment and first go at UDK, plus some diverse technical and real life issues. There are things I want to tweak and add, but I've been fussing over this thing for too long and it's time to move on.
man.. I always get inspired going here but anyways, hello everyone- I think I'm calling this done for now ( first pass ). I'll probably get back to this again when I get more time in the future- time to move on to the next project.
Nice model Goat Justice. I would give u a bit of feedback regarding this. Keep in mind this is only my personal opinion....u made a good model and with nice textures...so don't be upset for my critique. :poly142:
First of all....u probably made this for ur portfolio...so that's why u have 3.4k tri...but u can easily reduce them to 1.5-2k. U have a lot of loops that have no place there since those doesn't really improve the asset's shape.
Here is a paint-over trying to explain how i would have made it.
As for the texture...u have almost everything unique in uvs...u loose a lot of texture space with texture that u can't see when u look at the asset. So...as i've said in the picture u can use 2 or 3 stripes like the one i drawn for uvs....and the rest of them overlapped....u will gain a lot of texture space...for either lower the texture resolution, or just for more details.
Regarding the texture i think u could use some nice scratches here and there on the brass and also i think the specular needs more contrast and a higher value for the polished parts. But that is only my opinion...so take it into consideration or not.
A real-world sculpt I managed to carve out in about 10 hours of work. The dragon's claw is air dry clay, and the dwarf and his bannerpole topper is kneadite "greenstuff" over a paperclip skeleton:
BTW, this is my first real world sculpt in over 10 years.
@r4ptur3 & Jeff Parrott - Thanks for the kind words guys
@nimlot26 - Glad you like the piece overall. I'll try to breakdown a bit of what into the decisions I made
First of all....u probably made this for ur portfolio...so that's why u have 3.4k tri...
You hit the nail on head right there. I went high with both the polycount and texture rez because I wanted a really nice beauty shot render. The thing that killed the poly count is actually the little tongues coming out of the dragon heads. I think they're about 1k polys by themselves. If I were to use this in an actual project I'd probably make a lower LOD and collapse a lot of loops, but that doesn't make for as nice of a beauty shot, and having 16 sides around some parts made for much cleaner bakes.
I'm not sure about unwrapping it in long vertical strips like you suggest, since I was able to better match the hard edges of my SGs to UV seams by breaking them periodically as I went up the model. Also the changing radius of the model would cause a lot more distortion than your diagram shows. if I was being super efficient I'd still probably go with horizontal strips and just let them tile outside of the 0-1 UV space like a trims texture. Similar to what you suggest, but placing the seams differently. There are a lot of weird curvatures to the bell shaped top part, which lead to its being more broken up than I'd like. I would have preferred to have broken it into 8 sections instead of 16, but doing that distorted the UVS pretty badly. You're right about only needing 3 of them to be unique though. that would have saved me some painting time.
I was walking a fine line trying to make the thing look old and a bit weathered but still shiny in some places. Dirt and oxidation are mostly gathered in places that would be harder to clean or would hold moisture. The smoother areas I made a bit shinier. I was going for old but still taken care of at least occasionally. kinda depends on what environment you envision it coming from. Ancient and abandoned would probably be a lot less shiny, and something kept inside and cleaned often would definitely be more.
Thanks for the write-up. You definitely made me think over my choices again. Probably not going to re-burn and re-paint the piece , but it's always good to get a reminder about efficiency.
I did this one a couple of weeks ago, and it is based on a concept by Jake Parker . the model is just under 14k tris, and it is using 1 set of 2048textures (diff, norm and spec, plus an emissive map for the gun barrel). rendered in marmoset toolbag and smoke done in photoshop.
Replies
( And yes I tried make big breasts )
Yes sir ! Editing now !
I can't for the sake of my life manage the roofing panels of this house, any pointers would be appreciated.
Wow Eddie! Look at you go--nice work!
you sir, are my hero!!
Make a tileable roof texture.
Goal: Get good at organic characters ;p Crits & ideas welcomed!
@ Anuxinamoon : hahah I love it. so cute.
@ jonnyallenlwt : I environments are AWESOME!
@ Juju : HAHAHA.... ace
XPost
Slow going.
I posted a detailed breakdown in my own thread: http://www.polycount.com/forum/showthread.php?p=1775596#post1775596
Finished IA Grip:
Crazy - I'm actually sculpting this same thing with clay:
First thing I've ever sculpted using clay - sick work though on yours!
Here is an updated WIP of my Killzone Floodlight:
getting a head start on this week's pinup...since stylized characters are a bit of a challenge for me
Nice model Goat Justice. I would give u a bit of feedback regarding this. Keep in mind this is only my personal opinion....u made a good model and with nice textures...so don't be upset for my critique. :poly142:
First of all....u probably made this for ur portfolio...so that's why u have 3.4k tri...but u can easily reduce them to 1.5-2k. U have a lot of loops that have no place there since those doesn't really improve the asset's shape.
Here is a paint-over trying to explain how i would have made it.
As for the texture...u have almost everything unique in uvs...u loose a lot of texture space with texture that u can't see when u look at the asset. So...as i've said in the picture u can use 2 or 3 stripes like the one i drawn for uvs....and the rest of them overlapped....u will gain a lot of texture space...for either lower the texture resolution, or just for more details.
Regarding the texture i think u could use some nice scratches here and there on the brass and also i think the specular needs more contrast and a higher value for the polished parts. But that is only my opinion...so take it into consideration or not.
Anyway great model. I really like it. :thumbup:
BTW, this is my first real world sculpt in over 10 years.
@nimlot26 - Glad you like the piece overall. I'll try to breakdown a bit of what into the decisions I made
You hit the nail on head right there. I went high with both the polycount and texture rez because I wanted a really nice beauty shot render. The thing that killed the poly count is actually the little tongues coming out of the dragon heads. I think they're about 1k polys by themselves. If I were to use this in an actual project I'd probably make a lower LOD and collapse a lot of loops, but that doesn't make for as nice of a beauty shot, and having 16 sides around some parts made for much cleaner bakes.
I'm not sure about unwrapping it in long vertical strips like you suggest, since I was able to better match the hard edges of my SGs to UV seams by breaking them periodically as I went up the model. Also the changing radius of the model would cause a lot more distortion than your diagram shows. if I was being super efficient I'd still probably go with horizontal strips and just let them tile outside of the 0-1 UV space like a trims texture. Similar to what you suggest, but placing the seams differently. There are a lot of weird curvatures to the bell shaped top part, which lead to its being more broken up than I'd like. I would have preferred to have broken it into 8 sections instead of 16, but doing that distorted the UVS pretty badly. You're right about only needing 3 of them to be unique though. that would have saved me some painting time.
I was walking a fine line trying to make the thing look old and a bit weathered but still shiny in some places. Dirt and oxidation are mostly gathered in places that would be harder to clean or would hold moisture. The smoother areas I made a bit shinier. I was going for old but still taken care of at least occasionally. kinda depends on what environment you envision it coming from. Ancient and abandoned would probably be a lot less shiny, and something kept inside and cleaned often would definitely be more.
Thanks for the write-up. You definitely made me think over my choices again. Probably not going to re-burn and re-paint the piece , but it's always good to get a reminder about efficiency.
This is great. I think you quite nailed it. Do you have a thread for this?
Re-familiarizing myself with ZBrush. Haven't been on it in a little while.
Here is my submission for the LoL season 3 contest!
Love the mech MALicivs. I'm not sure it needs the 2048 but still great looking
ears are crappy, were covered by hair for ages