Starting a thread to document my work in low poly assets and characters.
Critiques and Comments are welcome and encouraged.
I'll start with my current project: a gatling laser from Fallout 3.
I'm referencing the concept by Adam Adamowicz.
Here's the high poly:
And some low poly renders out of marmoset.
I've only tackled normal and AO maps at this point. I'll be starting on diffuse textures over the weekend.
Here are my normal and AO maps at 2048x2048
At this point, the only issue I'm running into on the current maps is some waviness in the textures. This is most noticible on part that are cylindrical or rounded.
Replies
http://wiki.polycount.com/NormalMap?action=show&redirect=Normal+Map
I wanted to get some feedback before going ahead with this treatment on the rest of the model.
Right now, my biggest negative is the straps on the handle.
Critiques appreciated.
I rebuilt the handle straps, and I think they came out much better!
As always, critiques are encouraged.
A comment I have is to try painting some glow into your maps. For the eyes of your sword.. it might bring it more to life with some green glow coming off the teeth. Just an idea! You matched her concept super well (:
For reference I'm using an image of the in-game sword from an older Monster Hunter title to get the general mesh placement. I'm not planning on following this particular texture direction. I want to explore different material types and dive into what is possible with diffuse only lighting information.
Here is the model in 3DS Max viewport with flat lighting.
And here is the WIP diffuse texture.
Right now I still working on the back side of the main blade. Trying to get the main highlights correct before adding finer details and moving to the handle. Once the highlights are in place, I'll do some hue shift experimentation to get the right color. Initially, a bronze metal is my aim for the back side.
Here is my blocking so far