Hi guys,
I'm starting up another environment piece. I've been doing quite a bit of fantasy lately so I thought it would be fun to change it up and do some science fiction style work.
Here is a highpoly of a pillar that I have done so far.
I'm pretty sure my color choices are going to change over the course of this project, but I hope to get some better contrast with all of the metal plates.
I'll post the blockout of the scene in a little bit.
Replies
How big is it in relation to a person? As a pillar it seems a bit too short. Though I'm probably not thinking on a grand enough scale, it could be the banner that's throwing it off for me. And of course the size doesn't really matter, it's how you intend to use it
I look forward to seeing your blockout.
Glad you like it so far .
Here is a really delayed update hehe, thanks for all the crits.
You're right, I'm going to trim it down some more and will post an update fairly soon.
As far as the rest of the scene goes, I am planning it to be of a throne room. I'll post more updates as they come.
I've been moving really slow here, but I got another highpoly model done. This is going to be a corner support piece to hide those 90 degree angles in the walls.
Love this stuff. Make some more!
I got a crit about the banner from my friend about the thickness as well Snefer. Is it still giving off that thick look in the low poly model I posted earlier? I can thin it up some more if so.
Thanks Nistrum, I am a huge fan of Blizzard art so that means a lot Thanks.
Will have some more progress shots shortly.
I have another tiny update. I finished the support piece and trimmed down some more triangles off of the first pillar. I've got a lot of stuff in engine, and I'll be ready to show these things together really soon.
That being said I think you really need to go back and re-address your low polys. Right now your not letting your normals work for you to create the illusion of all the detail. Instead you have most things that should be normal mapped as fully modeled out sections.
The point of a low poly is be the silhouette of the model and have the normals take care of everything that isnt creating a distinct silhouette feature. Even some small silhouette changes can be taken care of by your normal instead of having them all modeled out like you do now.
When looking at your low textured version now I would never guess it was that tri intensive as most of that inner detail I assumed was normal ripped on there. Those pipes, bolts, many cylinder shapes are not creating distinctive silhouette changes and can be done in normals fine. Even your overlapping plating is modeled out when most of that should be normal mapped.
As for these assets I think they look nice and are finished enough that you should just move on and remember these things when starting on your next asset. You dont want to spend all your time trying to fix up things when they are good enough to move on.
Again I really think they look nice just make your normals work for you!
Thanks a lot for taking the time to give me some feedback. I do tend to get a little crazy with my tri count sometimes. I'll definitely keep your advice for the remainder of the project and onward, good heads up!
My only crit would be of wasted tris, but its already been said.
Its looking damn fine.
Jesse Moody - Hey thanks for the paintover, it helps a lot . I think the biggest lesson that I have learned from this scene so far is being more efficient with my tri count when it comes to projection mapping. I can already see a lot of things that I could of just baked in from your paintover, thanks again!
I got a lot of things into UDK, but I still have a lot of work ahead of me.
Upcoming Changes
-More curtain drapery
-Work on throne area
-Flesh out the ceiling
-Proper skydome
-Fix the lighting
-Possibly add lanterns hanging on the sides of the room
I want this scene to be a full 360 environment so I have plans to create an entrance way. As of right now its just a flat wall behind the camera hehe.
Great stuff!
Any special shader work going on?
MikeF - Hey Mike, thanks for the crit. I'm not quite sure if I understand what you mean. Do you mind doing a quick paintover for me?
Just something to help tie the top of the pillar into the ceiling a bit better....
Just a suggestion though, dont know what you've got in mind for the ceiling yet
Though in my opinion I feel like the scene is too saturated with reds. Maybe adding some assets/lighting with more complimentary colors to it?
s0id3 - Hey Ryan, thanks for the crits. I went ahead and posted up a couple texture sheets from the scene.
here is another WIP shot of the scene so far, the lighting is still really rough as well as the throne area.
This.
Here are a couple more progress shots.