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Argonath King-like face, carved rock thing...

Junkie_XL
polycounter lvl 14
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Junkie_XL polycounter lvl 14
Was going to try and make an environment scene and this will probably be the first prop for it.
Going to be embedded in rock like it was carved out.

Game model is about 1200 faces.



KingHead_Complete.jpg




Here is the high-poly...


Argonath_King2.jpg

Replies

  • Cody
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    Cody polycounter lvl 15
    Sick! That is so awesome! Cant wait to see more.
  • Vrav
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    Vrav polycounter lvl 11
    With all those cracks, I'm surprised the whole nose is still there and perfectly round. The iffy form might be forgivable if it fits the ancient architecture of the environment you're planning, as oldschool rock carvings aren't always known for accuracy of form and proper anatomy, but otherwise I'd say it's something questionable hiding behind overenthusiastic alpha overlays and squirming to be set free of a perhaps too-darkly-shadowed diffuse (as opposed to color) map.

    All (perhaps) uncalled for criticism aside, it is quite cool of you to go the full length of baking normals to a low-poly mesh, creating the diffuse, and applying a spec map within a lit scene. Not enough people take their small props all the way, stopping usually at the, as said, iffy zbrush sculpt. Kudos for that.

    Can't really tell from this angle, but the eyes are sort of hidden from perspective, so unless you plan cool shadowcasting to be done you could possibly get away with an essentially flat lump instead of fully modeled eyelids on the low - but that's just me!
  • Junkie_XL
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    Junkie_XL polycounter lvl 14
    Cody: Thanks. :-)

    Vrav: Breaking off the nose is a good idea. I was thinking of putting two of these in my scene so I'll probably do that for the second one now that you mentioned it.

    As for everything else you said, heh, you need to give people more benefit of the doubt. No I'm not hiding anything...lol Yes the form was intentional.

    The low poly eyelids are not fully modeled, they are indeed just a flat lump, well, a rounded lump...I suppose the wireframe makes it look like I've got more going on there. I just took a level 1 or level 2 sub-d from zbrush and then did it really fast with polygon cruncher.

    Thanks for commenting.
  • Vrav
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    Vrav polycounter lvl 11
    "benefit of the doubt" - I know, I know. :P You're right.
    I have faith, sorry to criticize so exaggeratedly; keep it up!
  • vj_box
    looks cool for now,
    Things i would recommend are,
    To show damages in the nose area as well.Its kinda too prefect now.May be you can show like a piece of the nose is gone!
    The to retopologize the low poly,as some of the polys are kinda looking messy.
  • Junkie_XL
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    Junkie_XL polycounter lvl 14
    vj_box wrote: »
    looks cool for now,
    Things i would recommend are,
    To show damages in the nose area as well.Its kinda too prefect now.May be you can show like a piece of the nose is gone!
    The to retopologize the low poly,as some of the polys are kinda looking messy.

    Yep when I get back to this the nose will be the first thing I look at.

    Yeah while better than optimize, polygon cruncher doesn't do a perfect job. Sometimes I get too excited and I just want to move on to unwrapping, baking, then pshopping.

    The other thing you are seeing is multiple shells and I didn't composite that wire image on top of the shaded very well. The result looks like wires are passing thru each other but it doesn't look that way in max / edged faces.
  • Junkie_XL
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    Junkie_XL polycounter lvl 14
    Nothing changed, been a bit busy...but here is a clearer view of the same wires...



    WireMoreVisible.jpg
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