Hello everyone
I am doing some high poly practice work, and I created this mini environment, I don't plan to texture it. Trying to focus on communicating different materials all through high poly details, concrete, stone, wood, metal etc. Comments or Crits welcome, though not sure when I will have time to implement changes. Thanks for taking a look!!
Replies
Thats really pretty stuff! Did you use Z-Brush?
A break down of how you did this stuff would be awesome!
I also think the rebar looks weird on the doorway, doesn't fit with the oldschool doors.
The rest looks nice though, really like the plants, are those splines with hand placed leaves?
SaferDan: I can try to post a break down over the weekend, but there's nothing really special about my process, I just built proxy objects in max then exported into zbrush and worked in the details.
Prophecies: Good call man, those steps were more of an after thought as far as the final look goes, and I should have taken more time to consider their construction and final look
Snader: Rebar was for the door bit was more of an judgment call and there has been a few call outs on that. As far as the curb goes, the ref I did find for curb cement did show long lengths of rebar, and I did not find anything else to say otherwise.
PogoP: I can try to post some base mesh/proxy meshes from max but nothing special in that.
James9475: I might in the distant future but right now Im working on something else that will get baked and textured, or least probably.
Serp: Yeah your right, I just need to finish out some other things first, and then maybe.
Thanks again everyone for all the kind words
Would be great to see your process going through all this !
Rebar aside, the only thing throwing me off is the clean split down the middle of the door... They look very heavily reinforced. I think even just setting the interior half askew so it doesn't look glued to the other door could help a lot, but right now it's a little counterintuitive.
Wich shows fairly thin slabs of concrete, cracked easily by tree roots etc. By my knowledge, sidewalks are composed of those slabs (say 5x5 feet and 3 inch thick) and curb stones (say 5x5x1 feet) placed like legos. As such, all 'legos' would be separate and definitely wouldn't have rebar going between pieces.
Also, if you're going with rebar in the door arch, you might want to put just a bit in the other 3 pillars too, not just the largest one.
Keep at it though, it looks really nice so far.
that aside beautiful work man
SaferDan
Instead of walking you through my process I thought it better to send you two links that illustrate what I did in a much more thorough fashion, sorry man my wife and son are getting ready to leave town and I need spend as much time with them as possible. I used this core process for everything I did.
1st link
http://www.polycount.com/forum/showthread.php?p=924231
Thanks to Kevin Johnstone for taking the time to put this together
2nd link
http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html
Thanks to Bram Peris Eulaers for taking the time to put this together.
And in general check out Poly Counts amazingly cool wiki on hard surface sculpting
http://wiki.polycount.com/Digital%20Sculpting
Pogo
Sorry, I know I said I would post base mesh images, but I dont have the time right now. My process is almost identical to the first two links in my response to saferdan, I hope thats helpful if not I will post some shots later down the line, but its going to be awhile sorry again.
For the leaves I only used single sided polys, I then exported to Zbrush and just upped their division level once or twice to smooth them out.
For the grass its the same principle as the leaves, single sided poly maybe 4 polys total per blade of grass just enough to give a tiny amount of variety.
For spreading plants/grass
I went to the create panel, selected compound objects, selected scatter, picked the surface to use as the "Distribution Object". After that I went to the Source Object Parameters started tweaking those and the transforms parameters until I was happy with what I had.
One thing to note for this
I did not want to spread grass/plants randomly everywhere, just wanted it to fill certain spots, so to do this I duplicated my mesh and deleted sections where I did not want grass/plants. After that I meshed smoothed remaining areas to increase the vert count hoping that this would give me a more random placement of the grass or plant object, because I believe scatter uses the verts to determine where things are placed(though I think you can change that). After the grass/plants were placed I would delete the temporary sections that I created and smoothed for grass/plant placement.
Snader & Daniel doerksen
Thank you for pointing that out about the sidewalks I stand corrected and will make note of the in the future. I think I just got schooled on cement and metal work....Thanks guys! (this is why I post)
Thanks again guys I do really appreciate it
And thanks to everyone for their comments, Im glad everyones digging it!
thanks for the links!