Hi guys n gals
This is my version of the Eats3D pillar, made this to learn Max tools better (after coming from a Maya background). I just kinda deconstructed the DVD cover but may get the dvd anyways. Anyhoo its not perfect, I'm not really too happy with the damage as it has turned out like rotten flesh! I think it should have a more faceted form with rough detail ontop, so i may got back to the mudbox sculpt and fix it.
Its just about 1900 tris and uses three 1024 for diffuse, spec and normal.
All comments and crits would most appreciated.
Replies
Keep it up
May I suggest you tone down the surface noise on the upper part of the concrete - that will make the cracky bit at the bottom pop. Having lots of contrast everywhere takes away a little impact from the peice. Jazz man.
The damage is rather smooth where the flat concrete gives way- this would be really sharp in some places - cracks form in small straight sharp lines, its crumbles away in little clusters - but would be smooth where water and rust trickles down and disolves the plaster.
You could also fake a little ambient occlusion shadows where the metal bands grip the pipe to make them sit more realistically.
Finally damage always reads better when there are undamaged peices to contrast - so having some straight edges there to contrast the bashed and screqy bits would be excellent.
But thats all gravy. Nice work!
Not the tidiest of texture sheets. :P
The high res version was crunched using Maya. MeshLab (free tool, check it out!) also did a great job and between MeshLab and Maya it was pretty much of a muchness. Where as Max was just disappointing...it choked and crashed on the 3mil poly pillar.
Some light could drastically change the look of this too so you should try to apply it to the scene you had in mind and see what the shadows look like.
Other wise just some of the same thing as other replies. The damage looks very nice but a little smooth and the texture should be cleaner at the top and more worn as it goes down where it would have come in contact with things.
The one thing that bugs me. Everyone (including the tut author) erodes the base to a nub. Where did all that material go, considering the damage done you'd have to damage the crap out of the floor also, making it a difficult to piece to place. Also gotta remember that test types of pillars don't float freely in space but anchor in and actually support things.
Might of been nice to add some spider web cracks around some of the damaged areas.
I like your texture work better than the original from the tut, but the high poly don't convince me! nevertheless, good job!
keltickennedy - nope, i didn't watch the dvd. I used mudbox cos thats what i use, i don't use ZB. For organic hard surface forms I usually poly reduce the high poly and then tidy up the low poly mesh, its alot quicker than creating modelling it. (although the mesh is a bit untidy due to the subtle indentations i added, the poly reduce did try and keep some of these subtle indentations). I assume you're talking about Mootools Polycrunch? I didn't use it i used Maya and also did a test with MeshLab as Max's tools were rubbish
Everett McGuire - cheers dude. already added some grunge around those areas. I added alot of rusty drip grunge on the top as i kind of envisioned it getting damp damage from some sort of ceiling. No scene in mind tbh, just made this for fun and learn Max's texture baking tools.
vladino - yeah i'm starting to think adding those slight wear and tear indentations was a mistake now. will try and remove them or reduce them as best i can.
Vig - I think the damage on the base 'could' be due to concrete rot by water damage or whatever. meh. I'm currently adding cracks and stuff to the damage areas, doing a test to see which gives better results...sculpted cracks or textures cracks converted into a NM.
[HP] - The original texture looked ok but i just wanted to do it differently. What do you mean by 'the high poly don't convince me'? currently tweaking the mudbox sculpt and any feedback would be cool.
cheers
I made the same mistake when I made my concrete prop.
When concrete breaks, it keeps hard edges, and harsh cracks.
to better show what i mean, here's a pic:
And:
http://upload.wikimedia.org/wikipedia/commons/a/a1/Broken_concrete_road.JPG
Also, you really should get back into that low poly, and optimize it! running polycruncher shouldnt be the end of it, after than there should be a low poly optimization phase.