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Forest props - Conscience

Hey everyone,

I decided to create a thread for the freelance work I do on the indie game Conscience, which is currently in-development. I will update this thread as I make new assets.

My first task was to create a tree stump for the forest. Here is the finished piece, which was done in about 4 days. Please let me know what you guys think:

Stump1.jpg

Stump2.jpg

Stump6.jpg

Replies

  • cholden
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    cholden polycounter lvl 18
    The result looks nice. To make working with people and terrain a lot easier, pad the base of every mesh that intersects terrain by extruding it down.

    Here's a super quick visualization. http://chrisholden.net/truckpad.jpg

    Very easy to flip and reuse the already existing UV space.
  • moondog760
    Hey, thanks for the tip!
  • DWalker
    Take another look at the placement of your moss. Moss likes dampness, so it tends to grow more in shady areas. This is why there is typically more moss on the north side of trees in the northern hemisphere. It also follows folds in the wood, even following cracks in the bark, and it tends to be thicker near the base of the tree (where there is more moisture).

    Moss_on_a_tree_trunk_as_an_indicator_of_direction.jpg

    Your moss also seems a bit flat. Look at the image above and notice how thick and bumpy the moss appears.

    There seems to be a noticeable line between the stump and the terrain, but the base suggested by cholden might fix this.
  • moondog760
    got an update! My next task was to create a hollow, crawl-throughable log. It was completed in about 4 days:

    HollowLog1.jpg

    HollowLog2.jpg

    HollowLog3.jpg

    HollowLog4.jpg

    Any comments/critiques are welcome.
  • ftorek
    looks good - like colour pass a lot!!

    on the hollow log - i'd work on gloss a bit more - i'd probably loose it almost completely - bark like this is fairly porous and hence wouldn't be glossy as much even when wet, but then you can leave some gloss on the exposed wood

    cheers
    f.
  • moondog760
    Thanks ftorek,

    Yeah, the spec map looks a little rushed. Some of those what look like "specular highlights" on the bark are actually value/color variation from the diffuse, I think. I will play with it some more when I have time.
  • moondog760
    Hey Guys,

    Finally got another update! firstly I made a few small tweaks to the old pieces. Altered the moss on the stump a bit, and fixed the hollow log so it isn't quite so shiny ;)

    Also, I have a new piece:

    GunCase_1.jpg

    GunCase_2.jpg

    GunCase_4.jpg

    based off of this concept (credit to Dennis Hansen)

    GunCaseClosed2.jpg


    Any critiques are welcome! Thanks :thumbup:
  • interrogator_chaplain
    Case looks great! Normal map generated from Diffuse?
  • DWalker
    The polygon count seems rather high for what you have on the suitcase.

    You might want to put a bit of wear on the straps where they bend around the case, and rough up the brass corner pieces a bit. The holes for the belt and anywhere else the brass rubs against the leather could also use some wear.

    The brass pieces don't seem like metal, especially the larger items such as the corners and the lock plate - since a gloss map would probably be too pricey for such small items, adjusting the specular settings is your best bet. Also, the key hole seems very shallow - I'd darken the diffuse in there, and probably emphasize it's depth in the normal map.

    The incised initials seem very deep - I'd reduce their depth in the normal map.

    The handle is generally made from a single piece of leather wrapped around the brass connectors - yours appears to be from an extremely thick piece of leather with holes drilled through.
  • moondog760
    Thanks interrogator. The surface detail for the normals were created using Crazybump. I used a modified version of the diffuse to generate a large detail pass as well as a high-frequency detail pass. That way I could tweak their opacity independently when combining with the bake.

    Thanks DWalker for the useful feedback :)
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