Hi I'm very new to the whole 3D CGI field, and I'm doing texturing for the first time with limited lessons. What I want to model and texture are giant mushrooms, but their textures don't seem tile-able at all, they all have these grooves and lines that shoots out from the centre forming a circular pattern. Any advice would be greatly appreciated!
[edit] Sorry another question: I watch tutorials and he seems to start sculpting high LOD straight in Zbrush, then decimate for low LOD in Softimage. But in my Softimage class I was told to best start modelling low res then add hi res detail in Zbrush later. Which should I follow for making game environment?
Thanks for your time!
Replies
You can go about creating the models either way, start off with a low poly and make the topology nice, then bring into ZBrush... or go straight into ZB and create it from a base sphere/cube, then retopologize (as in re-create the model so its a suitable mesh to import to a game engine.)
Are you using reference? A lot of artists starting off have the belief that using reference is cheating, when its actually vital to getting it looking right and believable. If you post some of the references you are using in this thread, people might be able to advise you on how to go about creating them.
I've already done a lot of research and made concept art for the mushrooms. Here are links to 1 of the reference images I've collected for each of the 4 types of shroom I've done (don't want to make long post full of links and text, because people don't seem to like that...?)
Concept art: http://pinterest.com/dbyea/masters_concepts_environment
Aspergillus_niger: http://projectlifecompetition.org/images/uploads/resources_gallery/Aspergillus_niger_heads_lge.jpg
Gomphidius_glutinosus: http://nd03.jxs.cz/256/857/d6283b8b5c_62143572_o2.jpg
Pleurotus_ostreatus: http://pandora.simons-rock.edu/~wburelbach09/theses/images/SeanSwift.jpg
Sarcosphaera_coronaria: http://mushroomhobby.com/Gallery/Ascomycetes/Sarcosphaera%20coronaria/Sarcosphaera%20coronaria%20110_small.jpg
Really appreciate your time and help! I really want to learn to do this!
And of course keep in mind that the more 'unique detail' your textures have, the more you will notice repeated details. A new wall of perfect bricks might get away with a 2x2 brick texture, but if you have a cracked brick, you will quickly see it's been copy pasted a billion times.
Pipeline is... a very vague word. It also depends on the type of game you're making, the platform it runs on, the camera angle, and then all the companies have a different workflow. But in super duper simple terms:
1 - super rough lowpoly, something like this (left) would suffice:
2 - subdivide it a bit (the one on the right)
3 - sculpt in detail
4 - repeat 2, 3.
5 - choose whether the original lowpoly is close enough in shape (a) or not (b) and then
6a - bake textures (normalmap, AO) from high to low. Then finish textures (diffuse, specular) and voil
<--Center trunk hidden.
Best of luck and can't wait to see what you have in the future.
<-- what the connecting area of branch to main trunk looks like if the branch mesh was stuck into the trunk with no further treatment, and for branch made with extrude.
<-- what it looks like if they're cut and welded.
It's actually a bit of a tricky asset you're tackling.
Am I supposed to make orthographic drawings for these like for a character?
I didn't even realize these fungi units are tricky to model. Ignorance is kind of bliss until it's not, I guess, lol! Can't change idea now, it's pitched!