Hey guys, Indecom here, inviting you to look at random stuff I'm working on. I'd like to start off by reintroducing myself to the community. It's been a little while since I've been active. There have been many changes in my life recently, and not all for the better. I've lost my job at the scrapyard I was working in with my family, moved across state to a new town where work is harder to find than a thousand dollar bill. In the midst of my current unemployment, however, I've found time to develop games and artwork, hopefully as a means to an end of my lack of income. I'm freelancing art, as well as programming and I'll basically be posting images of models and game related arts here, looking for feedback, ways to improve and so on.
This first item is part of a modular dungeon environment. I'm creating this in Blender, Zbrush, Xnormal, and Photoshop/Gimp. This was all done with just a mouse as I'm currently in need of a tablet.
As you can probably guess, I'm relying pretty heavily on alphas to achieve the detail that I desire. This model will be baked onto a lower poly mesh with all required texture maps.
I'll be posting more when I've more goodies to show off.
Replies
Since you have alphas and can't/won't push models to higher detail, wouldn't it be better to use Photoshop to create height maps and "convert" them to whatever map you need?
Thanks for the positive feedbacks though. I'm in the proccess of baking the low res mesh right now, so hopefully it all goes smoothly :P
and I also decided to tweak the hd mesh for the bottom:
the lack of detail on the left and right sides of this particular mesh are by design, as i'm only sampling from the middle chunk where all the detail is.
Thanks for the feedback. I'm more than open to any more crits, or suggestions or whatnot.