Something I've been working on for a little while. Would have posted something earlier, but was learning normal maps along the way, so it was a bit of a learning experience
Everything is normal mapped and the majority were derived from high poly source as well as Crazy Bump. There's more to be done, but I'm getting close to moving on to color/spec.
Chris, thanks for the advice you gave me awhile back. Sorry I haven't implemented any of the color stuff yet, hopefully that will be up soon. Oh yeah, and I'll be sure to keep my progress posted here from now on.
Crits please! Thanks guys
Pix:
-Wires-
(Fixed uvs, thanks for the heads up ppenguin)
Replies
How do you create tileable normals? Make a tileable grey scale bump map then convert it with plugin/crazybumps?
Did some more normal work, although it may or may not be apparent. Also got caught up with sculpting some objects I probably should have just slapped smooth on and made some extra edge additions/chamfering, etc. Went past that point and ended up with this after some mudboxery.
It's far from perfect and there's a horrible, ugly seam down the center as well as some other geo defects due to some misplaced edges on my base mesh and sloppy sculpting while I was really sleepy. Of course the normal is fixed in post after rendering out my base mesh on top of the areas the rays missed.
Here's the final result of that(minus color/spec)
First color update will be coming soon.
It looks great. Can you tell me, how many maps are you using? What is their average size. What is your work flow for creating those tillable textures? Are you just sculpting on a plane in Mudbox?
What about those Normal Mapped Billboards you have? Mudbox? Crazy bump?
It looks awesome. Let us know when you get the job.
-Andrew
One thing, is the shield on the house meant to be decorative? Otherwise it is -huge-.
Any crits and comments are much appreciated! Thanks guys
Basically the bump is good, but still looks flat between bricks, so you need to paint in some darker tone to make things POP!
It's reminding a lot of Everquest2's texture work, high on the normalmapping, too high on the specular and diffuse that lacks any real contrast.
You're in danger of making the scene look montonous with the recurring sludgey green theme. I'd play around with the colour scheme some more, perhaps a grey or purple hue for the roofing. Black metal with high specularity, Stucco on the house a much lighter shade like the concept would help to make more interesting contrast.
Keep at it, it's definately going in a good direction.
Thanks again guys!
Updates coming later today.
Did some more decal stuff for grass. I've refined and changed some of the textures, got an AO bake working, , and also updated the lighting scheme. This is probably going to be the last update.
I know there are still issues with the project as a whole, but unfortunately, I've run out of time and I need to move on to something else. Please don't let this discourage anyone from critting as I'll be sure to apply it to my next piece!
Thanks for all of your c & c so far guys, much appreciated
LOVE IT.
Great work overall though, Love the overall shape and whimsy of the piece.
Spark
Adam:
Good suggestion. I really wish I had time to make a sky for this scene, as well as some other environment stuff. Maybe I'll work on it some more when I get the time.
Ben:
Glad you liked it dude! My friend Andrew pointed some of this out to me earlier, so I should've listened to him then, but your advice is spot on. I updated the shadow bake, so hopefully the update reflects this
Brett:
I kinda liked the exaggerated look of the stone's shininess, but it does look wrong! So I adjusted all the stone work and the wood (which also didn't look right or good:). Oh yeah, and I changed the texture of the underside of the roof. It did make quite a difference!
Ryan:
I think I kinda covered your suggestion with my response to Brett, but thanks to you as well The kind of wood I was trying to create was definitely not painted or wet, so I agree, it shouldn't have had the particular sheen that it had.
I've taken all of your advice that time allowed me to work with and applied it to the piece. Have a look!
Sorry for the lame ass expert mode, multi cam grab, but I figure it shows the results off well. If I missed something, let me know!
EDitZ
I should also point out that all the images are viewport grabs and are utilizing an AO bake via secondary map channel. If this wasn't apparent, it is now Thanks Andrew!
Great work.
great work!
Everything else has already been commented.
Cheers! keep on keepin' on
Post more when you get a chance
AO bake! i think even a 512x512 for the whole piece would do the trick