Just a small prop I've been making for
Firearms: Source. I'm supposed to submit it to be compiled this week, so while I'd love some feedback, please don't propose any
major changes.
It is based off something I found behind the local bowling alley. I sculpted a really basic outline in ZBrush, then worked on the rest of it in Max.
Replies
Personally I'd use less polies on the flat faces, and bevel/chamfer your edges to get an overall silhouette closer to your hipoly (especially on the broken corner), the inner faces here aren't really adding much.
2) It would have helped to have the rebar in there when you did the sculpting, that way you could have built up/down around the base of the bars which would help the bar look less "placed and floaty".
3) The damage to the concrete looks a bit more like acid on styrofoam. A little more ref on damaged concrete would pull up mountains of easy to replicate ref.
4) Eat3D has a great damaged pillar tutorial that covers pretty much everything you need to know.
Please elaborate.
I think he is referring to how you could have busted most of the edges up.. maybe even sculpted in the cracks yourself. A variety of texture could be nice too, a lot of time concrete isn't so basic in texture.
Vig has a point on the rebar. I didn't even notice that you didn't do that, but it does have ribs on it.
- Take a concrete texture and run it through CrazyBump, set it up so that the map is sharp, usually 90 fine detail / 60 sharpness / 50 intensity, turn everything else down.
- Overlay it onto your geometry normals in PS, turn off the Blue channel in channels for the new normal map.
- Maybe revisit your Diffuse, using alot smaller textures to get defined detail, to me the diffuse looks a bit low in resolution.
That's about all i can say about it so far, it's a real good base, you just need to do some more work in the texturing and get a nice render set-up for it then voila.