Hello everyone, this is my first post here on polycount, I'm am still very new to 3d game art and I hope to learn a bunch on this project. Please help out a noobie with ideas, tips, and tricks! With your guys expertise and my determination I'm sure to have awesome end result. Also be honest if it looks like crap tell me I can take it.
background: An alumni from the university I currently attend works at blizzard and is throwing a monthly contest for the students at the university as a motivation method. This is the project I want to use as my entry. The only requirement is readable textures. However I'm terrible at texturing and shader stuff so it should be interesting.
Heres my intial idea a gazebo with a tree growing out of the center(possible tree of life?) I want it to look ancient, very much inspired by dtschultz "Tree Temple"(
http://www.polycount.com/forum/showthread.php?t=79237). I would also like to create a spider/tick robot "guardian" to contrast the ancient stone structure and plant life. I'm planning on taking most of the components into zbrush to get some nice normals.
Dead line is April 4, hopefully I finish.
Again ideas and comments are always appreciated!
Thanks for browsing!
Idea for scene.
Some quick test renders of what I have now. (rough base)
Replies
They are a little boring now. The rest is sweet. Especially the trees interaction with the rest of the geometry. Love it.
Same goes for the ground stones and the pillars.
Think aobut you UVing before you start clutter up you scene. I'm thinking about that tree. It will be insanly painful to UV that in this stage.
Good luck!
Hey everyone thanks for the comments! The pillars are based off the pillars in the elephanta caves in India. Thanks for the block idea to, i think I'm going to do that.
Keep it up though! Digging it.
I like this version a lot more than the previous iterations! You should be able to get some cool looking normals with what you have going now, those cobble bricks & rooftop areas should process really well, and read well. The trick will be how modular you UV the low poly so you can get the most texture res out of it.
As for texturing & Zbrushing - i wouldn't push it too tooooo far. I really like how all of the forms are easily readable and defined, adding a lot of surface detail & noise may muddy up the design. The textures could be taken a long way using the AO bake methods you were doing before on previous versions, but with bigger, broader strokes of color instead of the detailed bits that were happening.
Personally, i think the spider/robot idea is a little too much, turns a solid piece of architecture and design into something that just doesn't seem to mesh together.
This piece has really come a long way!
normal map
test render with ambient occlusion
test render without ambient occlusion
low poly and high meshes
If anyone has any texturing advice I'll be sure to apply it moving forward with this. Here are some screen shots of the pillar.
Doing that unique unwrap is definitely more risky to get errors, highly inefficient texture usage, takes more time and not something how it would be done in real...
U could just spend some time to make a tiled texture sheet for those stones - nice and flexible
cool design on that piece, reminds me of the naughty dog environment artist art test.
@pixelmasher I actually want to go low poly with this set, so I'm guessing the roof has to be one piece to be efficient?
i think tilable might be the way to go for you right now.
but if your happy with the results meh go with it.
like your pillar, looks good
anywho thanks for looking.
@snow: In maya(I'm not comfortable in max yet) I extruded along a curve a bunch of times to created the tree shape. After combining all the parts I retoped the tree using nex's maya plugin. Then I brought the tree into zbrush and used poly cruncher to make the low poly.
note how the lens flare and god rays hide my bad modeling and texturing.
click the link below to view more screen grabs:
http://s443.photobucket.com/albums/qq151/toxich2o/3D%20Modeling/Hunters%20Contest%202%20Final%20ScreenShots/
[ame]http://www.youtube.com/watch?v=A3DyDFtM-E4[/ame]
heres the plugin very handy.