Hi there! New member, just joined today!
I'm a 3D rigger, but on the side I do 3D models when I have the time or when I need a break from my rigging.
This was a piece I did with about 10 other artists, all students like me. We had a concept, but due to a deadline we scratched it and just put something together.
I didn't do the lighting or composition, but I did the side wall and the ceiling piece.
Here is my asset, low poly and textured in UDK.
This is a separate pillar that I made based off of an asset in Unreal. I tried to get most details in, and texture and light it.
Here's the original high poly concept.
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I seem to be having trouble getting a proper low poly model along with transferring the high poly details into the lower poly. Here's an example of a statue I did for a garden scene.
Her arm, although I UV'ed it separately, seems to block some of the details on the dress in the low poly. Is it a problem maybe in the software I'm using? I'm using XNormals. Or maybe it's a problem with my modeling or UV layout? I will look for the UV layout for this model if needed.
I tend to struggle a lot with creating low poly models for the high poly models! I'm working on a head bust which I want to be able to rig later on, but I'm afraid to even start on the low poly model for the reason that I worry about it turning out like my statue.
Any tips, suggestions are welcome! I would really like to be able to create my own good models to rig instead of nagging other artists for their models. And thanks for your time!
Replies
What are the things in the low poly that it is missing, anything in particular? It seems to be some of the overall noise in the chipped off bits. Overall it's not too bad, there is a bit of stretching on the larger chipped off bits on her dress.
For character retopo in MAX, you can look at this page for a script HERE along with others that could help.
I hope so too! I'd like to know what he thinks of it as well.
Well for example in the statue, the roses are missing, because I don't know how to exactly put those in without increasing the poly count and making it look like weird blocks on them.
And I see what you mean. I will look into the page.
Thanks!
No need for all that wierdness just straight edges from on side to the other would be fine
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#\_______/
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etc. (sorry about the text visualization, I cba to draw it)
If I was you I would get a hold of the scene and throw out the lighting and redo it. It's not doing your pieces any good.
Personally I would do something like this:
More light on the floor, so players can see where they are going, preferably laid out in a way that guides them around the scene.
Unify the colors a bit, this is a touch monochromatic but it was hard fighting the rainbow.
though i would still use ideas and elements from it since it is a good piece.
Thanks for the tip! I will certainly retopo my pillar!
I will try to get a hold of the person who has the completed scene and I will mess with the lighting! Thanks for the tips!
You're right. It wasn't used in that scene though.
It was an exercise my teacher suggested I do, where I take a pre-existing piece and try to recreate it exactly as I could within a time limit. However I will keep in consideration about using ideas and inspiration from pieces like that.
Here's my other piece I'm doing though. It's based off of this sculpture I made.
I want the same basic zombie like appearance along with the chains. I
Here's what I've got so far;
Here's the closeup.
My hair is in the process of being redone, as I'm looking for references to hair like that---the floating in water kind of style. I like it a lot better than just being flat.
I also haven't added the chains, and I need to refine the zipper eye and make her mouth look more fleshy like as if it were just cut. I'm using the black dahlia's autopsy photo as reference along with other shots of ripped flesh.
so yeah I'm in the process of getting it done, but my main concern is how I'm going to retopo this. I keep thinking of it as I'm modeling, but I am at a loss. I do have a basic head model, but it's not as low poly as I'd like it to be.
How would I go about the low poly of this? Do I make everything a separate object and retopologize it that way and then later on put it together as one object?
Thanks again for your guys's feedback! I appreciate it!