Greetings!
This is my first attempt at a high-poly to low-poly workflow. The primary reason that I am getting into this is for my own personal projects, and I have a love for the PS1 era style of 3D versus today's style. I would have just had a diffuse and no normal, but the normal helped everything pop a bit more.
[sketchfab]a29f4d64efc54e96ae5cf54f354e9b11[/sketchfab]
Ye Old Barrel by
Richard Marks on
Sketchfab
Modeling and normal/ambient occlusion map baking was done in blender, texturing was done with GIMP, textures were sourced from cgtextures and highly modified.
Any C & C is welcome and desired.
I only started learning blender two days ago.:)
I do know that the bands on the barrel are a bit messed up. I didn't spend extra time to fix them, as the barrel is intended to be seen from a distance (a top-down RPG), and at a distance the errors cannot be seen. Below is the high poly mesh
Replies
What did you render this in? Blender? That is not ideal for presentation. Use Unreal or marmoset or 3Do. The quality of your render is very, jarring. When presenting renders post various shots then one with a wireframe. Only showing the textured LP is difficult for the viewer to critique.
Only a Diff and Norm? Are you going for DNS? Diffuse Normal and Specular? Research PBR, Physically based rendering. At this point I would not invest time in legacy texture methods (DNS). While DNS is still used, PBR is the standard.
Keep at it. Keep practicing.
Yes I rendered using Blender Cycles. Unreal/UDK sadly refuses to run on my system. And what are marmoset and 3Do? I have not heard of them.
The textured LP is the asset that the end-user would see, so why is it wrong to present with that?
The primary reason that I am getting into this is for my own personal projects, and I have a love for the PS1 era style of 3D versus today's style. I would have just had a diffuse and no normal, but the normal helped everything pop a bit more.
Thanks for the notes, I will keep them in mind, and I'd love to hear more about the tools you mentioned.
Obviously I can't see what you presented, so I am just going on what I can read. I think he is saying you need to show more than just the low poly. You should be showing the high poly, low poly wireframe etc.
Something like this:
(not mine)
Marmoset is basically just a program that allows you bring all your models and maps into it and present them in a nice way with good renders. 3Do is a texturing program but I think it comes with a model viewer.
If you don't want to pay you could always try sketchfab, that works well for PBR/diffuse-specular workflow
I was under the impression you wanted to make a AAA current standard prop. A PS1 era prop is a different ball game. I am not fully aware of the workflow for that era of game development. I'm not sure they used Specular maps yet, and if they did most likely late in the generation so I suppose not using that on your prop makes sense.
Marmoset Toolbag 2 is a render software that allows the artist a much faster method of presenting their work with little effort.
3Do is another render tool. I would also suggest Sketch Fab as was mentioned by Doxturtle.
What I meant was to show the High Poly and textured Low poly. You had an image that was just the LP but with a wireframe render.
Your images are no longer present either.
I took a look into marmoset and 3do. And they look nifty, but sadly I am too broke to get either one of them, and it looks like 3do only works with photoshop, another overpriced software that I cannot afford.
Are there any free alternatives which can be used for this?
Sketchfab is free