So I'm working on making a scene based on this concept art from
Stephan Martinier:
Here's my progress on a vat so far:
I've just kinda gone for it for this model and figured I could reduce polies later. Hence I have a rather high polycount of 11048. I'm not really sure how far over my poly count I really am since I'm making this for the UDK.
Replies
and is that the tri count?
The specular on the copper also doesn't seem right to me. Right now it looks far too even across the surface, and appears white. Copper (even old, brushed industrial copper), has more broken specular, usually having a slight yellow tint to it, even reflection. Here's a good example of some rather old copper:
You can see some slight oxidation in the creases and dents, spec coloration and overall broken up spec.
Looking forward to the rest of the scene!
I totally get what yer saying but I'm not sure if I should just replacce the copper with bronze now.
That still seems EXTREMELY egregious IMHO. You need to take that target and probably 1/3 it at, least. That kind of tri count is something that is typically reserved for characters in current gen games.
I've been a bit iffy about the whole thing tbh. I'm seriously considering redoing the entire model. Its so many tri's and not really that detailed. I was experimenting with redoing the tracery:
Already I have a lot of quads that only poorly define the shapeof the tracery. perhaps I should do a very highpoly version and bake it onto a cylinder?
I am currently using coloured spec for the current model:
The low poly mesh is 198 triangles. That means for the final product the tracery will use 1584 ( 198*8 ) triangles.
Forgot to mention that I haven't added polygons to the other side. This is important since you will be able to see the tracery from the otherside through the glass tube.
Blood smeared by someone running their hand on the vat trying to grab onto something
A sticker on the glass labeling the specimen, or maybe just an oil crayon writing on the glass itself.
Some leaked fluids on the glass
Some rust on the base and tops
Those are all suggestions... Also, add some small scratches and scores on the metal
I'm using an opacity mask to make the panel transparent instead of modelling it in. I can make a variation of this texture for the back as well. The tri count for this mesh is 158 leaving me with a final poly count of 1264 tri's for the panels alone, which is quite workable.
I've also worked on the material to try get a nice bronze effect. What do you guys think?