Hello fellow poly counters my name is Michael Milette I have just recently graduated from Humber collages 3d multimedia program and have become very interested in environment design and really want to make a career out of it.
So in order to build up my portfolio I was thinking about starting with a few smaller props and then getting bigger and more detailed as I go.
I have not been on this site for very long about 4 months or so but now I am making poly count my go to 3d website so many more posts will be coming soon.
cheers
Replies
Instead of making renders, try to use a real-time viewport shader, such as Xoliul (http://www.laurenscorijn.com/viewportshader) or 3Point Shader (http://www.3pointstudios.com/3pointshader_about.shtml). This will be easier and you can see them like you'll see them in a game engine.
this is a 512 map
the Chair look great . but on your lowpoly give it more shape or try to use your hipoly from zbrush to make it by optimize it . on udk use more color light ( blue , yellow , White ) and work more on your texture and give it more details . watch hiten videos . they are great
http://vimeo.com/mistry
and eat3d dvd about nex-gen texturing
cheers
I chamfered the edges around the seat and rounded it off a little bit more so the chair dosent seem so boxy I cleaned up the textures a bit they where way to dark. However I still kept it really worn down. I also put a bend modifier on the back support for the chair in order to give the chair a bit more shape and again to reduce boxyness.
tell me what you think
Also what did you think of the George Brown College Game Art program?
Cheers.
The course I took at Humber was called "3d multimedia animation" course it used to be very modeling based when I took it however now it is a 3 year animation based course. As for George Brown college I have no idea never really looked into it hope you find a school you like
Cheers.
@polygonfreak
Hey dude thanks for the comment could you be a bit more specific where is the texture not matching up with the normals will help me fix the problem and re post
cheers.
Cheers
Thanks for the reference man took you suggestions and fixed up the wood grain and cleaned up the chair a lot.
cheers
Base wood texture you have seems to be quite varied in value and blurry here and there. Keep base diffuse a bit lower profile and let AO/normals do their work. Hue variations, wear&tear e.t.c. are great as long as they are relative to form and help define it.
you can also read this article about the technique: http://www.manufato.com/?p=902
awesome link thanks the render I posted dosent have any spec yet that I still have to post but yes I will definitely be using color specular mapping for my chair for sure.
cheers will be posting a specular mapped chair tomorrow as well as a low poly render of my periscope
cheers
Start experimenting with alpha brushes in ZBrush too. That'll get you much finer details like grain and just a better sculpt. You can definitely go overboard though ( I did recently, need to re do the object) so play around as you learn.
Overall, good progress. Keep working and learning and you'll keep improving!
cheers