I just got back from GDC from job hunting. Got a really great review from Ron, a senior environment artist at SCEA. He wanted to see me make a broken mech in a cavern with some sort of organic substance growing over everything. I'm taking it to heart and will be making something using these 3 concepts as reference-
And texture and diffuse added. Still gotta work on those crystals a bit, but I think I will do that once the scene is actually fleshed out more. Any feedback on this first piece is appreciated
You could use those polygons a lot more effectively on that mesh. The silhouette is rather simple but the polygon density looks like it would be something that would deform.
You could use those polygons a lot more effectively on that mesh. The silhouette is rather simple but the polygon density looks like it would be something that would deform.
I believe he means you need to put the tris so they emphasize the planes of that rock, that will make your silhoutte more badass as well having a lot of poly reduction, compared to the uniform poly topology you have there.
Consider using decimation master in zbrush than minor fixes in maya or whatever 3D program you use to get your low mesh. I can usally get really good topo results without having to do a retopo which takes longish regardless which tool. I agree you could also get more shape on the rock. Having those rock planes sticking out more and a bit less smooth and random extruding out will make the shape better overall.
Consider using decimation master in zbrush than minor fixes in maya or whatever 3D program you use to get your low mesh. I can usally get really good topo results without having to do a retopo which takes longish regardless which tool. I agree you could also get more shape on the rock. Having those rock planes sticking out more and a bit less smooth and random extruding out will make the shape better overall.
Thanks for the advice. I started poking around decimation master this morning and I'm not entirely sure how it works. It seems once I decimate while my mesh is at its highest subdivision, I lose all my lower subdivisions. Is there a way to prevent that?
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Here is my concept sketch just to get a quick idea of my composition.
that's odd. What browser are you using? I'm using chrome and they're all working fine.
Update. Here's the low poly detail of my stone pillar. I have the living crystals but they aren't unwrapped yet.
And texture and diffuse added. Still gotta work on those crystals a bit, but I think I will do that once the scene is actually fleshed out more. Any feedback on this first piece is appreciated
What do you mean by, "it would deform" ?
Thanks for the advice. I started poking around decimation master this morning and I'm not entirely sure how it works. It seems once I decimate while my mesh is at its highest subdivision, I lose all my lower subdivisions. Is there a way to prevent that?
What is "mesh lab tools"?