Hey everyone. i figured that its time to start up a thread here, instead of creating countless threads for individual pieces. im nearing that time of portfolio for school so i may as well get ready to put up work for critique.
let me open with this first piece.
**Most Recent**
Eat3d Challenge
#1 - Old & Damaged
This challenged started back in september, and went through until october 31st. Im glad to have finally finished this piece, as it is the first i have actually completed for a challenge.
Specs of the challenge were:
2k triangle limit.
all texture passes could be no larger than 2048.
Though i have completed this to the specs of the challenge, ill probably go ahead and continue with it some more. I left myself enough UV space to put a sign and chain.. so ill have it saying "keep out" with a chain wrapped around the door or something. and i may go back and actually add the geometry for the door to give it some depth.
here's the images. (LARGE)
NEW:
OLD:
http://img.photobucket.com/albums/v666/Oniram/models/finalshot_0.jpg
Replies
That turned out great! I'm glad to see that you went with more than just a pillar for the Eat3D challenge. Awesome job man!
But I don't know if that was a key line for the challenge but I find it really noisy. You can always make old&demolished stuff that are less violent to the eye and look good.
@ParoXum: thank you. gears was partially what inspired this. basically for the challenge there werent too many guidelines.. just Old & Damaged. as long as it followed the limits for triangles and textures, they were ok with it. i (sort of?) intentionally made mine a bit noisy as you describe it because of the fact that i did want it to be more gears like, which has mostly to do with the postprocessing in unreal (i used the new image grain, so im sure that adds some), as well as enhancing my normals to really pop out the textures. i was feeling more grunge with this than anything, but i see where you're coming from as far as a less violent look.
These are 2 different variants of brick that will be blended together using the entropy method created by Ryan Smith.
On the left, standard version. On the right, the damaged version that will be used to vertex blend on the normal one to break up tiling. Probably going to do this method for all brick/stone that ill be doing.
and here are some of the individual assets i worked on.
We started planning for this sometime around the summer of 2010, and we "officially" began around september. we have until July to finish, which hopefully will be enough time. we keep shaving off things to make it easier on time, so we'll see.
here's some more tileables. ill get around to texturing them eventually. lol.
EDIT: just realized that posting big images enough to not downsize is really obnoxious.. so here's everything again.. in 1 image this time.
some general critique would be appreciated on this one.
unfortunately all of those zbrush textures i did arent going to be used for the project i was working on.. as we basically scrapped 80% of the art & programming combined due to lack of effort from some people. and that entire level ive got up there is being redone at the moment.. so more to come on that later.
@Pope Adam: thanks i am a student. ill be graduating from my school in september.. so for now im working on my portfolio AND this scifi project