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Sky Throne/Forgotten Kingdom

Hello Polycount,

This is my first post as you can see, I've been lurking and admiring the view until now! So I thought it was about time I nutted up and posted something I was working on. The concept comes from http://www.greg-f.com/ and it's basically a floating throne room, weathered and forgotten as it drifts along in the sky.

This is what I've got so far but it's still very bright, I'm aiming to age it more and shape it more like the concept but I also want to make it my own and not just a clone of the original idea.

basshowlowcanyougo.jpg

Texture:
rockfloortexture512.jpg

and here's my sketch of what's going in next and how it should come together.

planbx.th.jpg

And now for the questions.. currently the floor is just a series of planes placed together and the rock base is to go in next, now do I build that around what I've got or should I build it so what I've got sit on top? Or am I doing it wrong and I should make the entire thing one object and stack the uvs on the part of the map it should match to?

Thanks for any help/comments you might have!

Replies

  • MREX
    Hello again,

    My post showed up on page 3 the first day it was posted which was a bit unlucky I guess but here's an update and another questions.. I'm working on the pillars at the moment but I've encountered a strange bug on 3DS Max, when I go onto edit UVW Map on the UNwrap UVW modifier I'm getting 100% CPU usage when I tweak my UV, before I did the first test bake this didn't happen, after removing the bake from the texture, changing every setting I can think of I am still getting this huge slow down and it's only on this object. Does anyone have any advice or ideas?

    I've got 4gig ram, Quad Q6600 @2.60 overclocked and a 512 9800GTX+ using latest drivers if that gives any more insight

    UPDATE: Fixed... Exported it to Maya, editted in that, exported it back into 3ds max, deleted original.
  • almighty_gir
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    almighty_gir ngon master
    you should think about the cracks on the tiles. quite often something that will crack one tile will crack the one next to it too, and the cracks will look connected in a way (directionally).

    too many random cracks in random places all over the place looks just as bad as having too repetitive a pattern.
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