Thanks for the comments guys.
Here are a few shots of the low poly bake, some of the assets aren't present in the initial image.
zxcman - the lowpoly base mesh was made in maya, then taken into zbrush. I'm taking a look into topogun in creating faster cleaner meshes instead of fiddling around back in Maya afterwards.
gsokol - I agree.
Saferdan - I might do a little breakdown later this week, its unconventional/sloppy but simple.
All this is more of a zbrush experiment, I'm a tad tired of doing shiny metallic repetitive corridors.
This definitely tested me, especially on a 32bit system! :poly127:
You could tone down the spec a bit. Stone (especially worn) wouldn't really reflect much light, unless its perfectly smooth (like a fresh slab of marble)
Also, your textures could do a little more to work with the normals. The arch is the best example of this. (the fact that its flipped from the hi poly really threw me off at first hehe). A lot of your normal information is being washed out because your color map is ignoring those spaces. The areas that have surface damage (like the bottom right of the hipoly for the arch....which is the bottom left on the low poly) could use some color variation to help show that there is damage. Just darkening this area or breaking up the concrete texture in that spot will sell that a little more. It looks like you do a nicer job of that on the pillars (the short ones that rest under the arch).
I definitely agree, it was a after thought. Just used the decimate plugin in zbrush, and did small clean up in maya, abit lazy really.
I'm looking into topogun for a more efficient job.
Thanks
Replies
how did you made it? is it mostly made in Zbrush?
Everything has some nice wear/tear, but the top of the pillars looks brand new.
Here are a few shots of the low poly bake, some of the assets aren't present in the initial image.
zxcman - the lowpoly base mesh was made in maya, then taken into zbrush. I'm taking a look into topogun in creating faster cleaner meshes instead of fiddling around back in Maya afterwards.
gsokol - I agree.
Saferdan - I might do a little breakdown later this week, its unconventional/sloppy but simple.
All this is more of a zbrush experiment, I'm a tad tired of doing shiny metallic repetitive corridors.
This definitely tested me, especially on a 32bit system! :poly127:
Still, your sculpts are AAA work. good job.
You could tone down the spec a bit. Stone (especially worn) wouldn't really reflect much light, unless its perfectly smooth (like a fresh slab of marble)
Also, your textures could do a little more to work with the normals. The arch is the best example of this. (the fact that its flipped from the hi poly really threw me off at first hehe). A lot of your normal information is being washed out because your color map is ignoring those spaces. The areas that have surface damage (like the bottom right of the hipoly for the arch....which is the bottom left on the low poly) could use some color variation to help show that there is damage. Just darkening this area or breaking up the concrete texture in that spot will sell that a little more. It looks like you do a nicer job of that on the pillars (the short ones that rest under the arch).
Keep it up. This is looking good!
I'm looking into topogun for a more efficient job.
Thanks
Might go back a change a few things.