Gearing up for UC here so I thought that I would do a little pre-scene. I will scan the scene in later i dont have a digatal copy of it. But here is the first part of it.
I think you could add more variation to your edges(the chamfered faces) I think they look too smooth. Maybe you could use alphas to break those edges up.
Seems like there's more chaos in your concept than in your sculpt. Your sculpt appear too much random in my opinion. Which is bad unless it's going to be duplicated into a scene.
Hey bud,
I would suggest taking a different direction entirely with getting your base mesh. Model and place the bricks as if you were actually constructing this. As apposed to trying to sculpt in the cracks and what-have-yous. After you get a good base high poly model, then start adding your decay/cracks and things in zbrush.
Kevin was nice enough to put this together for you.
I had though about doing it that way at first. It would give me good variation between the stone in all axis. But then I realized that I didnt want to put that much time into this, seeing how UC starts up next week. I am going to go back in and touch up some of the stones and give some of them harder edges and cracks/decay. Good advice as always nfrrtycmplx thanks!
Its looking good. I don't know how true you want to stay to the reference, but a lot of the steps in the reference have chunks taken out at the bottom and you have scratches; at the very least, I'd try to take out a chunk or two here and there on the steps to make it look more damaged.
On second thought... your UVWs are terribly wasteful -- looks like an unwrap job I would have done when I was at Liquid... hrmm LoL wonder why that is? The results are nice though. Cheers :P)
@imb3nt and Pussik you guys are 100% right. This could be cut down a lot if it were going in game but since it was just a demo piece i really wasnt worried about the tri-count, it was just some practice.
So I was going through this psd for the diffues texture and I realized that I had my cavity map layer turned off. What do you guys think do it look better with it on?
Keep it at 75% in the big creases, and fade the the smaller stuff to 25%. Rite now the small cracks look as deep as the big stuff so it flattens out a bit.
Replies
I would suggest taking a different direction entirely with getting your base mesh. Model and place the bricks as if you were actually constructing this. As apposed to trying to sculpt in the cracks and what-have-yous. After you get a good base high poly model, then start adding your decay/cracks and things in zbrush.
Kevin was nice enough to put this together for you.
http://boards.polycount.net/showthread.php?t=62114&page=3
Cheers A-money,
D-Bones
Yeah chunks are coming up next
The crack are not popping right now but once I get the texture there is going to be alot of contrast to make them stand out.
On second thought... your UVWs are terribly wasteful -- looks like an unwrap job I would have done when I was at Liquid... hrmm LoL wonder why that is? The results are nice though. Cheers :P)
@imb3nt and Pussik you guys are 100% right. This could be cut down a lot if it were going in game but since it was just a demo piece i really wasnt worried about the tri-count, it was just some practice.