The Crease tool might be useful to tighten up the insides of the knots in your wood there.
You should also play with offsetting some of the stones of the well. Having a few stones slightly deeper or protruding will help the silhouette break away from a perfect cylinder shape.
I also agree with JadeEyePanda. This piece could really benefit from utilizing a sculpting program.
yeah im using maya sculpting tools. and yeah the well might need to be adjusted. the bucket is a bit big and on the high polly version the sides of the well are thin. but the in the high polly one that's just the skin for the low Polly well. i want to set it up so it works well in a game. once i get the basics down i will be making an entire medieval town with castle
You should pick up Mudbox or ZBrush and fiddle with sculpting in that. You'll be able to get a much higher level of detail across your high poly model--high enough to be able to sculpt in the texture of the stone and the grains of the wood--and it will be much faster and easier.
uh yeah i have access to a copy of zbrush and a pressure tablet. however i don't have any skills in the program at all. i can barely move around effectivly in it let alone try and model anything.
mmm though the tutorial said it was doing high polly in maya because he believes that Maya, while not as powerful as zbrush, has some powerful sculpting tools of its own.
mmm though the tutorial said it was doing high polly in maya because he believes that Maya, while not as powerful as zbrush, has some powerful sculpting tools of its own.
Dont do it this way. Take your time with ZBrush! It's way more powerful as this "build in thing" in Maya. In addition it will help you with your next Project. I would say ZBrush is the way to go, industrial standard Program!
ok so i finally got around to finishing it. however the roof is still not very good. i had to re do it several times because i was having problems with the bump map and stuff in maya.
let me know what you think ok? it has less then 1.6k tris. and it's using the almost exact same low poly model as the one i posted before. just has the roof changed a little.
i thought the less polygons we use without losing too much detail the better. im really not sure on the industry standard for a prop like this yet. isn't that where normal maps come in anyway? they give the computer something to calculate in more detail through lighting but it uses less processing then actually having polygons there.
is this what you were after or did u want the wire map.
Polygons are pretty cheap these days, shaders, number of assets and textures are all a lot more expensive than a few thousand tris. You could make the well a lot more visually interesting while keeping the same polycount.
anyway thanks for the advice ZacD. those few adjustments give it that more stylized look i was after. once i get the basics of Zbrush, i did the high poly in Maya, i will redo this model and get a better high poly version. especially for the roof which, from what i can tell, is lacking a lot of detail that was lost in transition from high polly.
yay re-doing the roof another couple of times. and i will have to re do the texture map as well. it just doesn't seem to have that stylized look i want. and im no where near good enough to hand paint the texture yet,
loki, if it helps give you clear bar of quality, look at an existing game asset and essentially make something that compares to it.
Asset efficiency relies so much on a lot of factors per game that any attempts to reasonably account for the best efficient model will make your head spin.
Choose a game, make the well so that it would fit into the game and meet the game's quality standard (or go beyond it), and hopefully this gives you a better idea about the amount of work or the kind of work you need to do for this.
Also, regarding your texturing, it literally just feels like photo textures were slapped on. Paint on it. Adjust it. What style are you looking to emulate?
Also, when using photo-textures, try to ensure that they have a similar scale. The tiles on the roof seem quite large.
Your UV layout is very inefficient. Keep in mind that not everything needs to have the same number of texels per meter - pieces with very little detail can be much smaller on the texture map than those with fine details. Also, try to use as much space as possible, even when it means rotating or scaling individual pieces for a tighter fix. As it stands, almost 40% of your texture space is wasted. Don't be afraid to use the same texture for two pieces (the logs supporting the roof), or mirror textures (the roof) when you can without losing quality or being obvious.
jade i want to learn painted like in wow and in wildstar. however these, as you stated, are just photo images slapped together in photoshop with beginner level editing skills.
i don't know how to take items out of wow so i can look at them in a view other then just staring at them in game.
That's why it's your job as the game artist to figure out how and to look into it, just saying I don't know mean "i am lazy" from the outside, if you don't know, look into it, sure people might be able to point you in the right direction but it's your job to figure it out. Google it, google hand painted weapons, look up people who worked on WoW and see what their portfolios look like ect.
Not saying anything bad about you just trying to halp.
Make a well that would looks like it blends into this game environment. Compose and "create" a new screenshot by placing the well you made into the screenshot and see if it blends.
oh ok. thanks jade. yeah i know i look like im lazy atm however i still work and study. can't always spend a good amount of time to look into this stuff if asking here can speed up the process.
There's nothing immediate, to be honest. Maybe a brush here or there, but nothing that will really help you consistently skip over retopo or UV mapping altogether.
In the meantime, take it slow. Baby steps. Annoying, but it needs to be done.
I think you should check this out (it's a workshop with texture artist that worked on World of warcraft, covers nicely adding details, dept and working with images to create stylized look)
Yep, as others have stated, one of the biggest things that is going to help this is creating an interesting silhouette. Constantly keep an eye on what how interesting the outlines are while modeling. Basically straight up and down and horizontal are going to be a little too tame.
I don't think it's going to be significant enough of a change for you to bother doing that.
Concentrate on making good, handpainted textures. That will handle most of the depth information. Make it tileable, if you can. That's a skill you will need to pick up as a 3D game artist to begin with.
That means no normal map or specular map. Just Diffuse.
alright jade. but about the only thing i can make tillable for this would be the well it self. im painting the floor so it goes around the trees and the well as suggested before. i want to get the base to a better level before i post other image. so wont have another pic for a few hours at least.
and i gotta look into how to make some good looking bark soon too.
ohh and the roof i could make the tillable. maybe the bark on the tree and the wooden planks. but i have those odd bits on the tree. where a branch has been cut off.
i was told using those tricks doesn't actually give it that hand painted look.
Oh well...at least I tried.
What about making it really subtle? Just to add a bit more of dept into it (those blocks look too flat [at least to me] in center areas). You can always remove it (the texture).
I was thinking more of using the texture as template to "find cracks".
About your last attempt: The edges on that border ring of blocks look too smooth to me (if they are finished, if not then nevermind).
The new cracks look more like "lowered" areas than cracks to me (assuming they are cracks and not really "lowered" areas).
yeah the detail was suppose to just be lowered areas. maybe i should work on ruffing up the edges a bit and making proper cracks instead of that lowered stuff.
Replies
You should also play with offsetting some of the stones of the well. Having a few stones slightly deeper or protruding will help the silhouette break away from a perfect cylinder shape.
I also agree with JadeEyePanda. This piece could really benefit from utilizing a sculpting program.
http://www.digitaltutors.com/tutorial/1420-Creating-a-Stylized-Set-Element-for-Games-in-Maya
Understandably, this is a big investment, would you have the money to do so?
I have not heard professionals anywhere use Maya as their primary sculpting package. (High Poly hard surface, yes, that can happen purely in Maya)
Take the time to learn Zbrush.
Dont do it this way. Take your time with ZBrush! It's way more powerful as this "build in thing" in Maya. In addition it will help you with your next Project. I would say ZBrush is the way to go, industrial standard Program!
let me know what you think ok? it has less then 1.6k tris. and it's using the almost exact same low poly model as the one i posted before. just has the roof changed a little.
The roof right now lacks a clean edge ending.
Do you have breakdowns of your texture map?
Can you take a picture of this not in Maya's viewport, but a game engine's, like UDK?
is this what you were after or did u want the wire map.
yay re-doing the roof another couple of times. and i will have to re do the texture map as well. it just doesn't seem to have that stylized look i want. and im no where near good enough to hand paint the texture yet,
Asset efficiency relies so much on a lot of factors per game that any attempts to reasonably account for the best efficient model will make your head spin.
Choose a game, make the well so that it would fit into the game and meet the game's quality standard (or go beyond it), and hopefully this gives you a better idea about the amount of work or the kind of work you need to do for this.
Also, regarding your texturing, it literally just feels like photo textures were slapped on. Paint on it. Adjust it. What style are you looking to emulate?
Your UV layout is very inefficient. Keep in mind that not everything needs to have the same number of texels per meter - pieces with very little detail can be much smaller on the texture map than those with fine details. Also, try to use as much space as possible, even when it means rotating or scaling individual pieces for a tighter fix. As it stands, almost 40% of your texture space is wasted. Don't be afraid to use the same texture for two pieces (the logs supporting the roof), or mirror textures (the roof) when you can without losing quality or being obvious.
i don't know how to take items out of wow so i can look at them in a view other then just staring at them in game.
That's why it's your job as the game artist to figure out how and to look into it, just saying I don't know mean "i am lazy" from the outside, if you don't know, look into it, sure people might be able to point you in the right direction but it's your job to figure it out. Google it, google hand painted weapons, look up people who worked on WoW and see what their portfolios look like ect.
Not saying anything bad about you just trying to halp.
Make a well that would looks like it blends into this game environment. Compose and "create" a new screenshot by placing the well you made into the screenshot and see if it blends.
In the meantime, take it slow. Baby steps. Annoying, but it needs to be done.
here's what i got so far.
Hope it helps.
Concentrate on making good, handpainted textures. That will handle most of the depth information. Make it tileable, if you can. That's a skill you will need to pick up as a 3D game artist to begin with.
That means no normal map or specular map. Just Diffuse.
and i gotta look into how to make some good looking bark soon too.
this is it without the detail.
Oh well...at least I tried.
What about making it really subtle? Just to add a bit more of dept into it (those blocks look too flat [at least to me] in center areas). You can always remove it (the texture).
I was thinking more of using the texture as template to "find cracks".
About your last attempt: The edges on that border ring of blocks look too smooth to me (if they are finished, if not then nevermind).
The new cracks look more like "lowered" areas than cracks to me (assuming they are cracks and not really "lowered" areas).
Ok 2nd try, Hope I will be helpful this time.