you really got fascinated by these pillar, the are indeed interesting.
Are you planning to try these for a normal map baking??? I hope so.
Looks very well suited for that case and with chamfered edges it would still maintain very lopo. I trieded a standart wooden barrel last time.
wow love the canyon did you set the light map resolution of the foreground to an insane lightmap detail or how did you get that bush to cast that shadow ?!
damn fucking nice canyon !!! could you share your workflow to achieve so believable rock formations ? damn nice !!
1- the rocks where painted with mudbox (highpoly)
2- then sent to XSI( or 3dsmax) reduce the polygons (with poly reduction tool)
3- then exported to "UV roadkill" tool, create the uvs
4- import to xnormal , generate the normal map and occlusion map based on the high poly model
5-and import to unrealed
6-in the material editor add a frequency map to add some detail
choco: ur level is looking really nice. especially the lighting. could you explain how you get that bloom effect plz?
The bloom effect could be accentuated by :
a- making the skydom brighter
b- adding postprocess effect
c- adding a bright height fog in the background
d- overlaying volumetric light meshs
e- use depth of field to blur the background
wow love the canyon did you set the light map resolution of the foreground to an insane lightmap detail or how did you get that bush to cast that shadow ?
The level uses static lightning, the lightmap resolution is the default one.
I just set the mesh to use composite lightning (dynamic)
Dynamic lightning doesn't eat allot of resources when the shadow is not casted on a large area.
The bigger the shadow the more resources you'll pump from your computer
A little something Im working on. Its a suit from the Machinen Krieger universe. Sadly I have a lot of stuff going on at school so I hope to get back to this some day.
The SAFS looks great c0ldhands; nice start. Some crits would be to add thickness to the cables, and maybe beef up the legs just a tad. Looking foward to seeing the final hipoly.
Just getting into the whole 3D thing as I said in the lowpoly thread.
Someone pointed me to Bobo's demon model and I really liked it. This is pretty much the first 512 skin I am doing, good fun.
Thought I would post this. I'd consider it about 60-70% done, still needs some details and such and colour adjustment a bit as well as polish in places.
He will prolly get stuff like this on the back and arms, tho in that test they are a bit too busy and mirror to obvious, I think
Just getting into the whole 3D thing as I said in the lowpoly thread.
Someone pointed me to Bobo's demon model and I really liked it. This is pretty much the first 512 skin I am doing, good fun.
Thought I would post this. I'd consider it about 60-70% done, still needs some details and such and colour adjustment a bit as well as polish in places.
He will prolly get stuff like this on the back and arms, tho in that test they are a bit too busy and mirror to obvious, I think
I am loving the color combo here... great start now finish him off!!
hey dbreak, I used to teach a junior modeling class that used wings 3d, awesome to see you using it man its a dope program for modeling, it can becomes suuuper fast once you get the hot keys down. I would suggest using hard and soft edges to help show the forms of the model, a hard edge will appear like a crisp line whereas a soft one will try to look smooth.
example, your model is currently all soft edges in the shaded view, and if all the edges were hard it would appear like the wire frame on shaded, you see the facets of the face. so this could help if you didnt already know this.
It looks like you are just getting started on your path to becoming a modeler, which is awesome. I would google some box modeling tutorials and follow a couple of them to get used to modeling and getting the techniques down. Wings is a great program to start learning with because the interface is so down to earth and clear.
hell yea man, just give'r and work past any frustration. I think the most important thing would be to get the fundamentals down and then expand upon those and the sky is the limit!
Thought I would post this. I'd consider it about 60-70% done, still needs some details and such and colour adjustment a bit as well as polish in places.
Hey, glad to see you're enjoying yourself with it
I don't know if you're looking for criticism yet, but here goes: It all seems like you're only thinking in terms of small detail, high frequency stuff. Did you start with big brushes? I really like some of the detailing, but the bigger forms are missing, and it's all very dry as well.
Maybe I'll just send you a paintover at some point, if you're really looking for crits.
BTW, that UMP looks awesome MLinderholm, really nice texturing.
Although the killcount thing written on the rear sight piece might be a tad overkill but that's just my opinion.
nice Ump Mlinderholm, Only thing i would suggest is a bit more wear on the areas that mode and stick out, like the hinge of the stock and magazine etc.
Been rigging my fat guy, and made him a little walkcycle, and something extra. (Hands aren't animated yet, they look a bit stiff....)
Might fix some real meshes and textures for that "planet" though.
Minutes 0-15: Created the high poly from the low poly. Used chamfer, connect, inset, etc then threw a turbosmooth modifier on it.
Minutes 15-25: Edited and fixed up the uvs. Broke smoothing groups into their own island.
Minutes 25-30: Set up the cage and baked all needed maps. Normals, ao. I also baked ambient lighting using a skylight, light tracer, and a ground plane which adds to the texture a hell of a lot. I also used xnormal to make a "detail" map (works better in crazy bump) which brings out the edges.
Minutes 30-50: Started texturing. To make the indent on the blade, I modeled it, then I used Ben Cloward's normal map shader, I applied it to the indent model and took a picture, then pasted it on the normals. I then began to lay down my base textures, ao, ambient lighting, coloring, grunge etc. I used a photo of wood flooring and edited it down to fit the stacked leather bits.
Minutes 50-70: Cleaned up the grunge, added the rest of the details on the normals, overlayed the "detail" maps, and scratched it up. Began on creating the specular.
Minutes 70-80: Created the specular, did final tweaks, and took pictures!
Finally finished this set. Loaded up a test arrangement in unreal to work out the details.
The geometry in that scene right there is 6000 tris, it's at the Highest LOD... farther away you wont be able to see the ropes tying the planks because they are so small, so they will be gone, and the scene will drop to like 3000 or something like that...
Either way it's high detail up close like it should be, and further away it's pretty optimized.
The fence is 850 tris now at the highest LOD... keep in mind the player will be seeing the Low LOD most of the time which is only 250 tris because the rope meshes are gone.
Everything else is optimized around 50% for the LOD levels.
Replies
you really got fascinated by these pillar, the are indeed interesting.
Are you planning to try these for a normal map baking??? I hope so.
Looks very well suited for that case and with chamfered edges it would still maintain very lopo. I trieded a standart wooden barrel last time.
Would be fun to run around these things
still WIP
1- the rocks where painted with mudbox (highpoly)
2- then sent to XSI( or 3dsmax) reduce the polygons (with poly reduction tool)
3- then exported to "UV roadkill" tool, create the uvs
4- import to xnormal , generate the normal map and occlusion map based on the high poly model
5-and import to unrealed
6-in the material editor add a frequency map to add some detail
The bloom effect could be accentuated by :
a- making the skydom brighter
b- adding postprocess effect
c- adding a bright height fog in the background
d- overlaying volumetric light meshs
e- use depth of field to blur the background
The level uses static lightning, the lightmap resolution is the default one.
I just set the mesh to use composite lightning (dynamic)
Dynamic lightning doesn't eat allot of resources when the shadow is not casted on a large area.
The bigger the shadow the more resources you'll pump from your computer
Textures to come.
choco: that canyon looks pretty boss.
Just getting into the whole 3D thing as I said in the lowpoly thread.
Someone pointed me to Bobo's demon model and I really liked it. This is pretty much the first 512 skin I am doing, good fun.
Thought I would post this. I'd consider it about 60-70% done, still needs some details and such and colour adjustment a bit as well as polish in places.
He will prolly get stuff like this on the back and arms, tho in that test they are a bit too busy and mirror to obvious, I think
I am loving the color combo here... great start now finish him off!!
example, your model is currently all soft edges in the shaded view, and if all the edges were hard it would appear like the wire frame on shaded, you see the facets of the face. so this could help if you didnt already know this.
It looks like you are just getting started on your path to becoming a modeler, which is awesome. I would google some box modeling tutorials and follow a couple of them to get used to modeling and getting the techniques down. Wings is a great program to start learning with because the interface is so down to earth and clear.
hell yea man, just give'r and work past any frustration. I think the most important thing would be to get the fundamentals down and then expand upon those and the sky is the limit!
edit: here is a good place to start, some wings Tuts:
http://www.wings3d.com/tutorials.php
Cheers
Well, i made a quick viewport dump, need crits
(website isn't finished)
need to fix ears, nose eyes and mouth also need to ad hair :P
maybe some animation too?
Hey, glad to see you're enjoying yourself with it
I don't know if you're looking for criticism yet, but here goes: It all seems like you're only thinking in terms of small detail, high frequency stuff. Did you start with big brushes? I really like some of the detailing, but the bigger forms are missing, and it's all very dry as well.
Maybe I'll just send you a paintover at some point, if you're really looking for crits.
BTW, that UMP looks awesome MLinderholm, really nice texturing.
Although the killcount thing written on the rear sight piece might be a tad overkill but that's just my opinion.
Link to a bigger pic @ your request:
http://jharrisonart.com/images/Aires_Wire.jpg
Might fix some real meshes and textures for that "planet" though.
Well it's a small download....
Small movie-clip (3.5MB)
I haven't posted anything here in a while. Here's a new character I sculpted over this past weekend:
3d construction sheet
2d construction sheet
Minutes 0-15: Created the high poly from the low poly. Used chamfer, connect, inset, etc then threw a turbosmooth modifier on it.
Minutes 15-25: Edited and fixed up the uvs. Broke smoothing groups into their own island.
Minutes 25-30: Set up the cage and baked all needed maps. Normals, ao. I also baked ambient lighting using a skylight, light tracer, and a ground plane which adds to the texture a hell of a lot. I also used xnormal to make a "detail" map (works better in crazy bump) which brings out the edges.
Minutes 30-50: Started texturing. To make the indent on the blade, I modeled it, then I used Ben Cloward's normal map shader, I applied it to the indent model and took a picture, then pasted it on the normals. I then began to lay down my base textures, ao, ambient lighting, coloring, grunge etc. I used a photo of wood flooring and edited it down to fit the stacked leather bits.
Minutes 50-70: Cleaned up the grunge, added the rest of the details on the normals, overlayed the "detail" maps, and scratched it up. Began on creating the specular.
Minutes 70-80: Created the specular, did final tweaks, and took pictures!
Meh first try at a Mudbox head.
The geometry in that scene right there is 6000 tris, it's at the Highest LOD... farther away you wont be able to see the ropes tying the planks because they are so small, so they will be gone, and the scene will drop to like 3000 or something like that...
Either way it's high detail up close like it should be, and further away it's pretty optimized.
See all 5 pieces = 1,470 tris.
The fence is 850 tris now at the highest LOD... keep in mind the player will be seeing the Low LOD most of the time which is only 250 tris because the rope meshes are gone.
Everything else is optimized around 50% for the LOD levels.