Hello Folks,
Started a small environment piece, a ruined Museum thats slowly started to decay to the elements, the roof will be an arched ornate ironwork thats collapsed letting in the elements and sun.
Reached a point where I can start to show it for crits. Remains of exhibits will be scattered around and I'm planning on having some kind of animal skeleton on that central platform
The vegetation is Epic stock just wanted to check the colours and layout before I made my own, also does anyone know how to tone down the ambient occlusion in the corners? Looks a bit Borderlands at the mo
Replies
Reverted back to just the Occlusion and Normal maps was getting ahead of myself a little bit with the texturing.
Got some time to work on this today so more updates ahoi!
I also like the hanging foliage, looks neat
I think you should redo that bake on that lamp. Looks a little weird.
Good job though! Keep it up!
Otherwise, things are starting to look good. It would be nice to get some reference of scale in the room as things are looking smallish, but that could just be me.
Built up the detail on the top pillar to a decent level and made this scroll to tie pieces together and to hide some seams :poly128:
Eric: As stated the foliage isnt mine just borrowed stock epic content to play around with some colour early on, Im going to replace them with my own further down the line. I'm certainly going to give the cracks more love as it seems to be the biggest problem at the mo
paulsvoboda: The cracks are just overlayed details in the normal map, gonne be going over this tomorrow to get it looking better
Other than that, it looks great. Awesome high poly work.
That.
I've inverted the normal back to the xnormal default as a test and included a pic of that as well
And this is the scroll with the normal inverted back to Xnormal default
Think its fixed now, wheeee! Embarrasing
Thanks for the help certainly wouldn't have spotted it
The scroll model for instance. The bottom of the high poly has a really nice tapered look but the low looks like a straight flat cylinder.
Same pronlem with the top and bottom of the pillar,high has a cool tapered off look and the low is a flat square,you need supporting geometry to support such strong detail in the normal.
Add more polygons and improve the silhouette of the low poly models.
-To me, your normal maps have a gradient shading to them that would suggest that you have your edges softened where they should be hard. For example, with your 'top pillar', the gradient shading begins where you have extruded those little strips. Since I can't see your low poly, I can't know for sure - but this is probably the case. Read up on the high poly thread here if you need help with that.
-Also, I wouldn't bother baking a high poly sphere to a low poly sphere.
-Lastly, a portion of the semi-spherical detail on your 'top pillar' is getting cut off on the side that is facing to my right. Make sure your low poly shell isn't occluding those details if you bake them all together.
Good work overall!
I would probably give it all more polys, its a smaller scene, so its worth that extra detail
I wondering how to get the equivalent effect in Maya to show off high poly sculpts.
As suggested i bumped up the polycount on alot of the assets and rebaked them and presented them in max with the same lighting setup as the high poly renders
crits welcome
They take up quite a considerable chunk of the scene and they look abit flat imo