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I'm starting work on a large scene for my portfolio. The scene is a military outpost in the mountains, inspired by playing Just Cause 2. I'm primarily drawing on 3 sources for inspiration, Warhammer 40k for general concepts and design, Just Cause 2 for the base layout and lighting feel, and UT3 for texturing style and workflow. The final scene will be displayed in UDK.
This first piece is to help me establish the art style of the military equipment, and is just the HP so far. The radar array is about 2x the height of the player, and will be placed in multiple areas in the base, probably both at ground level and on the top of a building. I'm shooting for lots of angled surfaces and a decent amount of small detail but nothing too crazy since I have a lot of assets to make. The base and some other elements will be reused for some other assets.
This asset is also a test to prototype the workflow from Max > xNormal > UDK. This was modeled in Max and rendered in Maya since I'm more familiar with it and already had a render setup built.
The eagle on the dish will probably be indented instead of extruded, but thats something I'll invert in the normal map since it would be a huge hassle to try to boolean something like that.
Any feedback is welcome.
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eh eh, nah man, just make a concave floater for the eagle and bake it, you'll be fine.
It seems you have a solid base to work from and you know what you want. Good luck with it.
For this piece it self, personally i would avoid having too many hard edges, i like to have my high polies as smooth and round as possible, the bakes just came out better that way for me.
Well that kind of conflicts with the style I'm going for. My last piece was a complex prop with a lot of hard edges too, and it turned out pretty well, so I'm not too worried about it. Just makes texturing a little harder because of all the split shells, but it's not a big deal.
This is the low poly displayed in Marmoset with the normal map applied. I also have it in unreal, but its a lot muddier due to the downsizing. This is with a 2k, but the final will probably have a 1k.
I just realized I wasted a bunch of uv space with that big octagon, oh well, too late to change it now.
Yea, its the base, under the cylinders. You can barely even see it, total waste. I just forgot to shrink it before I did the uv layout so it is the same texel density as everything else. Was dealing with a bunch of technical issues while I was doing it so it slipped my mind.
Ignore me
I feel like I'm still missing something though, so any suggestions are appreciated. Maybe some way to break up the single metal look. I did some experimentation with some lighter colored pieces but I don't know how successful it was.
Here it is with the normal map turned off, you can see there is a big difference.