Hey guys!
I'm back with some art, now that the 2nd semester of school is over, and summer break is here.
As my first 3d project in a while, i've decided to complete a very old one
i hadnt done much though, so its not like im at an advantage. maybe an hour or 2s worth of work [lol?]
but yea, the project was a Manor made in a medieval / romanesque style, but in the modern day
i scrapped the old concept and am only doing part of it for this competition.
Enough talk, more art:
the concept art as it stands so far
gonna add little more detail to this, then i'll divvy it up, and do slightly more detailed sketches of modules
not gonna spend too much time on that though. i'll try to jump into 3ds Max asap, seeing as my job is taking up 6am to 5pm every weekday, and its tiring as hell, and i wont be able to finish if i dont move extra fast
i HOPE i can finish this
it'll be a first in quite a while
this is also my first time doing modular environments [or environments in general] so i hope the skill and support from the polycount community that i usually see will be able to help me out here =D
lets get this going....
EDIT: random mind farts removed to prevent johny from killing babies
Replies
les write and go for it, better get some references of real buildings, and post them here, be sure to check eq thread etc contains VALUABLE information
i'll stop em
and thank for the tip. will go thru EQs stuff
till then:
a detail of a pillar, undamaged, perfectly standing
for some reason the image made me think of zorro.. lol.
here's a closer-to-complete version:
balcony piece will be, as suggested, reused for the fountain.
wall pieces between each column is a seperate module
each column is a seperate module, and some damaged ones will be added as seperate modules too
each arch is a module, plus 2 damaged archs as modules aswell
a question i had about the floor:
should it be a plane with each face mapped to the same uvs, or a plane with its own texture and scaled to make it tile, or should i make blocks out of polygons, and place em side by side?
i think the last option makes it easier to make for damaged floor sections yes?
meh references
i'll work off of that for the 3d
i know wat i want the place to look like, i think i spent enough time on concepting
this was done a LONG time ago.
might use the planter, and the archway entrance thing.
time to get to work on the 3d
first time i've opened max in so long lol
30 minutes of work, coupled with chattin wit gf.
happy at my speed at gettin this done
any tips on getting rid of jaggies in normal maps?
they're botehring me alot!
If that's just a single modular pillar, try making it a bit more consistent. At the moment the seam from the edge and the front is really extreme.
but yea, the thing was embedded into the 'stone', the wireframe just hid that.
hopefully this is better:
i fail miserably at texturing things, unfortunately
so i'll kill myself trying to texture this pillar probably.
any tips right off the bat would be good, if you guys could give workflow / method advice etc?
will get back to it when i get home from work tomorrow.
this is one pillar i found on google wich i think looks pretty neat and straightforward. Okkun gave some good advice on the modelling aspect that i would try follow aswell
1) well i've got a high res, thing is that when i bake it, the normals end up 'all over the place' eg: flat surfaces are shaded as if they were curved. Also, the parts down the middle which protrude aren't rendered out as straight verticals... i'll show the bake when i get back
2) as for chamfering the edges of the lowpoly, is that permanently a _part_ of the low res, or is that just for baking purposes? either way, what would be the purpose of doing this?
Just interested in knowing for knowledges' sake, so that i dont feel like im doing it just cuz im told to
3) thank you, motives, for the refs. i should learn to spend more time ref-hunting
will get back to work on this thing when i get home
now i must depart
thanks again guys!
high res to the left, normals + AO + AO shading used as diffuse map to the right
Like EQ mentioned I think you're asking the low poly to do too much and the smoothing groups are not helping. It's like you baked the low poly smoothing errors into the material?
a environment in a game has a:
" 20,000 triangles maximum. Static meshes only. No BSP
2048x2048 Diffuse/Normals/Spec/Emissive/Parrallax You can cut these textures up any way you like, as long as they do not exceed 2048x2048 of overall texture space.
512xm512 Texture for lightmap"
limit
what exactly would be devoted to a pillar that is used like i show in the concept at the top of the thread?
just curious as to know, cuz ive got this at 124 tris, thinking its a bit much
b) the earlier one had a border, but i guess i shoulda kept it thicker. either way, i personally feel this is better too, so i won't go back to changing the old one
looking any better?
thanks for all the tips guys
At 124 tris, you could have 50 of these things and only be using 6200 tris. So 124 is completely reasonable, you could even go for a bit more i think, but i dont really see anything in the shape that calls for it.
@oobersli: good point. will keep in mind for the future bits and pieces =D
once again, thanks guys!
here's sommin i've been cookin up over the past... 3 hours maybe?
its a mini support piece, that is used to decorate the fountain and the balcony, and i might use it randomly against the walls here and there.
it's probably around hip height, i'd estimate.
anyway, screen grab of normals and diffuse, with 1 omni light:
but thanks for the reminder. i was about to screw up with my balcony, and that woulda be demotivational lol
as for material:
well as i said, this is in the future, and some of the broken pieces will have steel supports etc to show that this isnt from the medieval ages. as such, these pieces are supposed to be mass produced by machines etc so that u can really get any design in there.
but if they look _nothing_ like stone, then i guess i sould stick closer to my references. as for refs, i have a few, but i didnt stick to the refs. so i suppose you could say this is all off my head.
ill post up the refs when i get back from work
i'm just trying to keep the habit of checkin my thread once in the morning, and uploading at least once in the evening.
thnks once again!
Look about halfway down the page
I'm no expert, but I'd advise you to stick to reference. Coming up with things from your head can be good, but they need to be grounded in some sort of reality to be believable. Saying "this is the future" is probably the easiest copout a person can use to explain why something doesn't look the way people expect it to.
as for ur comment about me trying to 'copout' ... i respond with a 'GAH i dont want that image'
and hence, a complete recreate of this piece's high poly:
i hope this is better?
thanks again!
cheers
a question though. how large is this piece cause it looks like the details might be huuuge or the pillar might be really tiny? the first pillars looked a little more proportional to what I'd expect from a regular pillar.
as for the size of the piece, its approximately hip height. it goes around the fountain, and the balcony. this shot should help give a sense of scale:
thanks for the support guys!
i'll move on to the next piece, and come back to texturing later. i hate it so!
its a piece of a curved balcony. 3 of these makes 1 balcony, and 6 make a fountain perimiter
took less time cuz:
a) i have a hang of it
b) the design was a lot of duplicating =D
good? bad? yes? no?
the completed balcony
the completed pond/fountain type thing [note: its _not_ a perfect circle, and that was intended]
You probably still want to be bevelling the edges of some parts of that low pillar. The top section is detail free whereas the main body of it is intricate and I'm not sure such a strong contrast works.
as for the mini pillar things... i'll definately look into those.
a bit later though. i wanna work on another asset for a bit =D
but yea, last update for the balcony:
took a lot of my gfs advice into consideration. got rid of the feet, they looked like seperate parts. put a different block instead. added some cuts to the curved part, and softened the sharpness of the top part. also, i made the balcony a bit taller, to make the top of it and the top of the 'pillars' match up. it looks better to me as well.
i _think_ thats all the changes.
thanks for all the support, once again,
and yes, i'm happy at how much i'm gaining from this project. growing interest in environment art...
cheers!
redid that pillar from scratch:
more than a million polies on this baby! it took quite a while, and i'm fairly proud of it.
what do you guys think?
bang!
last update today. well.. okay first one today technically but w/e
diffuse, normals, and a person to see scale =D
just so you know, the far / back of the pillar ends earlier than the model. i just extended the verts so that i have a little room to insert into the walls etc. so the texture 'ends' a bit sooner too, and u can see the end of the panelling a the side of the pillar.
aslso, the design is failry clear in the render. i figure that the camera is just pulled too far back to capture those details on viewport screengrab
lemme know what you think!
gnight!
i did a few more changes. added some shadin etc etc:
might get some more done today.
lemme know wat u think
cheers!
Either that or your uvs are fugged.
as for uvs. they're working out fine. like, minimal strecthin, etc. unless theres some other type of issue?
another type of pillar, gf and i figured that the above one was:
1) too top heavy
2) too 'different' in terms of design [i might get rid of the indents above the arch in this version
3) had too many swirls in the middle. i've reduced them this time around, and it still looks good in my eyes
so yea:
messin around with flooring, cuz i didnt wanna do anything complex.
4 different types of floor. well 1 type, 4 subtypes:
anybody know how to get alpha working with normals and diffuse and spec in realtime display on 3ds?
prolly gonna reduce the tex res on this. it'd be far from the viewer, so it doesnt need this much res i guess.
light, easy, quick... and helped me check if things matched.. in terms of colour and style.
also helped me realize i need to make walls =D
think i'll take a break n then make an archway or something...
Just one suggestion, as of now, you've made everything pretty much exactly the same color. Think about your final scene and try to get some color variation in there for your beauty render.
cuz it kinda reads like im doing well, but the beauty shot will need more colour change?
an update as i was watchin E3 live on gamespot
the walls.
i kinda like the wall tiles, but i dont know if they 'fit'
let me know what you guys think!
cheers!
but they looked like they were filled in holes... they were like this:
would bricks be better?
i'll go look up some refs...
and thanks for the clearup aesir. i'll see what seems to fit in later down the line
i, for some stupid reason, like the limited pallette for this.. personal preference i guess
just some colour 'correction'..
more single pallette than before
gonna work on the wall tomorrow after work
and i added some dirt to the floor
lemme know what you guys think of a) the 'colours' ; b) the bricks vs. the tiles