Howdy Y'all!
I started a new project, so I thought I'd share my progress now that I've made a little headway into it. This started as part of a much larger scene, but for now it's going to be a single piece. If I reallllly like it, I might make the rest of the scene (it involves zombies and a subway platform). This piece was inspired by as broke-ass support beam I saw inside Toronto's Union Station subway stop.
Here's the reference:
What do you guys think so far? I'm trying to get past a habit I have of being too conservative with my polycount, so I'm trying to push it. It's currently at 1785 tris (925 faces). Think I should push it any further? Or reduce what I have? I want to start UVing soon, so I can sculpt the awesome broken concrete bits. The reason for some of the extra edge loops on the unbroken pillar section is so I can use mesh/poly paint in UDK for the chunks of tile that have been ripped off (I came to the conclusion that it may be the easiest/least expensive way of doing it). I'm going to keep working on this, but updates may be sporadic.
Stay tuned! (and gimme dem crits, yo)
Replies
Base mesh > High Poly sculpt > Low Poly
It is a nice asset with lots of detail, best of luck with it, hope this helps.
Sculpts all done, but I have one big question - the broken pieces of tile on the main part of the pillar- do I keep going with what I did (added edge loops, extruded in a little), keep the shapes of what I've extruded, and simply have them floating on top of the model, or something else? I want to keep poly count down while keeping the model looking good (it's at 1345 tri's/721 quads now). Any ideas? I'm going to play around with it more before I start texturing.
I got the alpha stuff (mostly) done. I think it's looking good! I'm going to work on textures again for the next update.
Also, anyone know why I'm getting this seam, or how I can fix it? It's the seam in the UV... but I thought I could avoid an actual seam appearing. Halp pls.
This is my first 'done' pass of just the model + textures. I'm still getting that weird line where the UV seam is, even after cranking the shadow rez (in UDK) and adding a lightmap. Hmmm....
I plan on adding a coffee cup, like in the ref, and either making a small scene around it (good suggestion), or making a few small props and a base for it.
*edit* Oh yeah, and ignore the translucency on the other objects... Maya wants me to create separate materials for things that are translucent (unless there's a way to avoid that).
I'm also learning Toolbox2. Trying to figure out how to add the grunge map I applied to the main pillar section in UDK the same way in TB2...not sure if I can. I might have to put the grunge directly on the main texture, which I wanted to avoid so that it tiles properly...hmn. Any ideas? I know I also have to play with the specular levels and probably change out the background (or drop it entirely, not sure since I really like the lighting/reflections from it). Any advice would be kickass.
I think, while shiny things always look fancy and beautiful, that your tiles look a little too clean and reflective(as in the 2nd picture). It could be the grunge map you mentioned, though.
Normally you would put that into the roughness map + color info into albedo. Take a look at the marmoset page if you need some info on pbr.
I'm at work (QA, woop woop), and I'm itching to get home and experiment more... I might just go back to traditional rendering (in UDK) for my turntable so I can add this to my 'folio site quickly, but I really want to get into PBR.
Whatcha think?
On a different note, i think the shape of your cone seems a little thin, it might just be me, but it cant hurt to double check.