This one caught my eye. Seems to already have a nice ominous tone to it. Was thinking of this corridor leading to some place that you absolutely do not want to go... i.e to play off the whole torture theme...
Too bad we cant have characters, i wanted to hang like torsos and shit everywhere to make it fit the torture theme better.
Replies
here's a block test i've been working on.
Ya i'm no concept artist lol... but here's an idea of what i am going for...
Something to keep in mind, they are looking for a departure from the original concept not just a faithful recreation. You'll need to keep elements of the original concept legible in the final versions. It might be worth it to play around with different camera angles at this stage.
Looking good keep truckin!
Your modeling skills should have naturally brought you toward the far superior and far more evil cable direction of 1.straight out, and then 2. hang a left.
tada, much more evil. and, after gunning down a morning of peons, running to the lunch room to discuss maulings wont cause massive head trauma to your fighter staff.
woot!
Seriously..pretty cool lookin' floor tile though.
1024x Diffuse, Normal, and Spec maps.. I'll have a 1024 Emissive in there as well.
I think he was rather stating that having those wires on the surface would make for obvious tiling which would detract any sense of believability the texture may have.
I put a paralax map on it and it really makes a difference... the circular pieces stick out just right. I think it really gives the texture what it needs. I am going to bump offset the grates with a LERP expression, and actually put a wire and pipes texture underneath the surface of this one so it looks like there are already a bunch of pipes and wires running underneath
And here's a High Poly of the wall im' working on.
Give your scene some life, push the depth in your lowpoly meshes!
The good news is that i already have all that shit saved... so i guess i'll just be able to bake out those parts that are already modelled, and just throw them on top of the texture to hide it.
I would not go back to square one either.... At a certain distance perspective will get the best of you and it will be a waste to model in all that mesh far away when the texture you have is perfect, and you don't need to waste poly count. but for the closeup bits I agree there should be more mesh pushed into it.
I dont agree with this, really you'de be doing more work for a lesser result, or more work to compensate for something being un-noticable, that to me seems like a waste of time. I also dont really agree with adam, you dont want to just cut out a peice of geometry there, thats not really how tangent normals work, you'll get incorrect lighting, and likely some nasty seams where you split up smoothing groups, which will make this look *even worse*. What you want to do is create a nice lowpoly, with enough geometry to get a nice clean seamless(one smoothing group) normal bake. At this point creating "lods" is also a really bad idea, because the lower detail mesh will have very incorrect lighting, but the top level quality is what he should be more concerned with anyway.
The positive to this is, you've already got your highres done, and most of your texture can be reused as well.
I agree about "not how tangents work" hence not suggesting simply cutting up the mesh, but I think we will have to agree to disagree on a lod system being used.. since this is a "still frame shot" and if this floor is going to be used over a large area. Eventually perspective and distance will come into play where you are just wasting mesh.
butts.
From left to right;
#1 here shows what you would get by simply cutting in geometry, notice the ugly seams, and the fact that the ring of polys that was extruded is lit incorrectly.
#2 Standard flat projection, you could actually get some convincing results with this by using a simple parrallax effect, well atleast it would look better than #1 IMO.
#3 Best quality, correctly baked normals on the supporting geometry. You could also take out that small poly ring and just add a hard edge there, for a little cleaner normal and less tris.
This tileable floating geometry will not tile badly because i will have more wires that aren't modular but more specifically modelled overlaying on top of them. This is going to be like a tilebreaker pattern i guess. Not to mention this is just one layer of shit that's going to be on the floor anyways.
I really hate sucking ass at concept... i have a great ability to project what's in my mind directly into 3d... for some reason i can't do it in 2D. You guys will see this coming together soon enough... hopefully
here's a WIP shot with Lightingmap as Diffuse and the baked normals schlopped on.
4 of these pieces are 25,000 tris without optimization... i suspect this will greatly be decreased after i optimize these wires.
Other than that other overlaying unique details will break up the tiling alot, so i'm not too worried about it. time to texture this and mush on
I started on the pillars. The idea here is to use broken down old pillar (from a previous civilization (more on the backstory later)).... and put modular tech- junk on it to break up repetition of the pillar.
So i have a rough block going on trying to get some intersting shapes. Let me know what ya think