Hello! Here is the WIP for my high poly grandfather clock. It is very nearly done - I just have the key-hole piece to do, and a few internal parts, specifically the pendulum lyre (flat decorative scrollie piece attached to the top of the circle thingy). I think I am going to tackle that by modeling half of it from a plane, clicking and cutting away, then mirroring it over. But if there is an easier way to do it, then I would love to know! This is gonna take me a few hours . . . ahaha.
So yeah, if anybody knows a better method of modeling that scrollie piece, let me know. Otherwise, critique for anything else is welcome too!
Reference:
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High Poly Renders (3ds Max):
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Thanks!
Jessica
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Critique welcome!
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Thanks!
Jessica
great start
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There Low poly on the way!
-Jessica
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My normal map:
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And my low poly with the normal map applied:
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Critique welcome!
-Jessica
Here's a thread Terrible Advice/Myth Thread. There are others, but what it boils down to unless its a significant poly save alpha will probably be more expensive than the polys would.
Overall I like what you've got here and look forward to the texture.
Keep the polycount like it is, there was another thought that I got in addition to what Grimm_Wrecking mentioned, since you can see the pendulum from the sides as well it should be non flat geometry anyway
Thanks everyone for calling this piece to my attention; I can really learn from it for future props! Diffuse texture will be up some time tomorrow.
use a plane with and alpha mask.
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UVW Template:
Diffuse Map:
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Thank you!
-Jessica
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And the new diffuse map:
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Good work though
Looking at your reference picture, the main body brown you have in your texture is about as light as it gets. The grain in the reference is all darker but in your texture, it is all lighter. The effect is that the wood looks like something closer to pine rather than the kind of wood used in the clock.
There are also a lot of edges in the diffuse highlighted in almost-white. This makes them look worn when they shouldn't be.
All the contrast between this white and the strong black AO makes the model seem washed out.
I would suggest reducing the pale grain a bit, reducing the white corner highlights completely (save that stuff for a specular map) and bringing in some more brown/red colours in the grain. Do a specular map to help pick out the details. This may leave the diffuse looking a bit dull and its tempting to work into it but thats what the specular/mormal maps are for. Fade the AO right off. When adding it back in, consider giving it a slight tint - like a mahogany shade of brown, but still pretty dark.
Also, look at the different pieces of wood - the door is made with different pieces attached together rather than one large piece with a shape carved into it. If you reflect this building approach in your texture, it will help make the model seem more realistic.
About the edge highlights, if I take them down in my diffuse and strengthen them in my spec map, isn't that a weird effect for wood? For edge highlights to be specular? I would think that's right for metal, but is it the same for wood?
I like the texture work tat you have started, but the wood seems washed out ( as you stated above ). As for the weird highlight for the wood, you will just have to think about the type of wood that you're going for. Wood can have an almost metallic look to it from the right angle if it has been polished enough times ( which is the case usually with old clocks like this ), but in the end it's what type of wood you want to go for.
Also the handle ( two triangle pieces on the door ) look a bit pixelated.
Amazing job so far keep up the work!
Diffuse update coming soon!
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the spec maps is selling it nicely.
Pedro said it perfectly.
Other than that it's a beautiful piece.
The only suggestion I can give is to tint the AO a bit. It should still be rather dark, but not pure black, and not 0% saturation. Just a very dark orange would do the trick I believe.
- The single line in the shadow looks a bit distracting.
- The shadow at the base of the clock where it meets the floor looks strange - is that a UDK thing?
- The spec map is adding a lot to it, but maybe play with the values a bit. the overall shininess could be lower with some tighter, brighter parts on certain key edges. Maybe look at a colour spec, if you're in UDK, with a specular power?
But for this particular prop, I am practicing using as few materials as possible (so far I have 2, a cubemap for the glass, and another material for the rest of the clock) - I hear using multiple materials on an asset is quite expensive!
The posted diffuse has all of the wood elements at pretty much the same hue and value. You might try varying between elmentes to get more contrast in the piece. Say lighter trims and darker flat areas or vice versa. It doesn't have to go so far that they look like different materials, just a slight adjustment to enhance the boundary between elements. Some of the later renders have a bit of this look to them, but I cant tell if its an updated diffuse or the lighting.
Overall, nice work.
And yeah, multiple materials are usually expensive. It depends on the engine, but they often cause the model to be broken into multiple draw calls. Each with some amount of overhead from loading up data and passing it off to be drawn.
For portfolio work, though, make it look cool first. Be efficient enough to show you are making the most of the large textures and multiple mats second.
cheers
HotSizzlingJaz - Thanks for clarifying! I didn't know I could have some reflectivity on certain parts of my material and not on others!! I do admit most of what you're saying is going a little over my head (DXT stuff, drawcalls, shaders??) for this is pretty much my first time in UDK . BUT: after this crazy finals week is over I am going to revisit this piece and implement all the wonderful critique I am getting here! Christmas break will give me a chance to research UDK and materials more