Hello guys, Ive been working on this scene for some months, and Id like to get some additional input. It is for my portfolio, and its also for me to learn the ins and outs of UDK and sub-d modeling.
The story behind this scene is that it is one of many military relay stations in a mountain range. On one side of the mountain is a desert, and on the other a jungle, where different outposts are.
I went back and forth between blockout and making assets, but I think the blockout is almost finished, which is why I am posting. The door at the end is based off of a Paul Richards' concept.
Only when I put these two separate pieces in game did I realize that I should have probably made just one piece, but then again, it would allow for some more variation. Also, since I'm a noob at this stuff, I was wondering, when you have these big bulky shapes that don't fit neatly in a power of two texture, what do you do?
I'm cutting the tri count on this piece because I think the normal maps could do more.
Replies
Looking forward to more progress mate
And this:
Check out this awesome thread filled with lots of little bits of useful info on creating rocks:
http://www.polycount.com/forum/showthread.php?t=50160
And also Adam has a very good method for creating some nice looking 'cliff' type rock faces:
http://www.polycount.com/forum/showthread.php?t=69345&page=3
If you wanna go the 'sculpt & bake' route though, I'd suggest retopologizing them by hand rather than just crunching them. You could probably get that count down to under 1k and still have a decent looking rock.
For example the rocks I created a while back, they're not perfect but they were done quite quickly using ZBrush, and then Topogun. They are about 700 tris each, also notice the silhouette on the left is much more prominent than the one on the right, my first attempt which looked a little flat. I got some crit on here and tried to push the shapes some more.
As for reference, I was trying to follow this guy:
Does it feel too busy? I'd really like to get some feedback.
@chrisradsby: I tried using your advice for the lighting. I am going for a darker scene, but I am going to keep tweaking. I also broke up some of the tiling with that ladder in the middle of the dugout.
@cholden: I'm not sure what you mean by "organize" mesh. I assumed what you meant was just one simple mesh that can be instanced everywhere without any really obvious tiling. So, I tried that.