I've been slowly working on this project for a little while, but I thought I'd go ahead and post some renders before I go any further. I am hoping to take these elements into Zbrush (which I just started, and hope to have renders of soon), and then bake this down to a lowpoly, and then finish texturing them. I have two renders of the highpoly model thus far.
Now, as I am looking at it tonight, I think I need to bring out the innermost edges on those clover-shaped pieces (they look too sharp).
This is a link to a flickr photo of the window:
http://www.flickr.com/photos/12388424@N00/96822012/
Replies
Can't get the multiquote to work (I'm probably missing something easy).
Thanks, man. I'd love to do the rest of the surrounding area, but I don't know if I'll get to it. For right now, I'm just going to try and finish out this part, and if I'm still motivated to continue, I'll do the rest. The scary part is that the area around it has a lot of sculpted saint figures, which would probably be a nightmare for me to try and sculpt.
Thank you very much.
Thanks! Good point. I'll take screenshots soon.
Hope you like it.
Detail
Wires
Outstanding.
gratz dude -- lookin' real pimp
Kevin: Thank you! I'm honored. Definitely a good point. I hope to maintain that balance. I was worried I might be making it too busy, but by keeping the spline height low, it retained more of the sense of depth I was hoping for.
R4ptur3: Thanks a lot!
Good stuff mate :]
Thanks! Haha. Yeah, that would have been a little bit more challenging.
imb3nt: Thank you very much!
Firebert: Thank you for the compliment. I am not sure if I will continue on with the remainder of the window. I originally considered it, but I wanted to just concentrate on one smaller area, so as to not get overwhelmed by the vast complexity of this fantastic cathedral. In other words, I didn't want to take on too much, and end up not finishing it; and by concentrating on this small section, I can just focus on refining my workflow and skills.
Here are two renders of the decimated meshes that I comped together. I'm curious to know what you think. There are a few areas I'm not sold on, but if I don't hear similar complaints from you all, then I might assume I'm being ridiculous. Either way, I'm starting to get the low poly together.
Long Shot:
Detail Shot:
What exactly did you zbrush? just the details?
mikezoo: Yeah, the noise and grit isn't showing up that well. It might be because these are the decimated meshes, so only the larger grain of noise, etc. was kept in the process. It might be that I should bake out bump maps from Zbrush, so I can keep a little bit more of the noise. I'll have to look into this.
Thanks! A friend at work made the suggestion that my lighting (which has really soft shadows) could also be causing some of that soft, flat look. I'm going to play around with something more dynamic to see if enhances any of that detail. I should have thought of playing with that before, but I got caught up with everything else.
long shot:
close up:
Thank you, Kevin! I definitely appreciate your input.
Firebert: Thanks, man! Yeah, I'm excited. I know I'm not going to have any free time for awhile, so I've been trying to push myself to finish a couple of projects.
Yeah man, I love my son, but man, I think my free time went from lots to 0. Get all the work in you can now. Kids are awesome though!
Hehe. Yeah, I'm counting on that to happen. Especially, if she takes after me.
Thanks. Yeah, I can try and bump up the emissive and try pushing the spec map a bit further.
Thanks, Grey!
whats_true: i'm not sure why, but some of the detail from the map is getting mipped out at this distance. I thought i set the lodbias to 0. i'll try pushing the detail a bit further to try and pull that out more.
SasoChicken: Hah, thanks! I would love to make the rest of the building, but at this rate, I think I would be old and grey before I finished it.