This Wheel Barrow I just did recently and am looking for some feedback. I have been thinking off adding something more to texture, but all I can think of is adding tape to the handles. Anyone have some good ideas?
Actually they are too high to be used in most game engines, some are low enough for games such as the Hammer ans other small props. Most have been built for close ups, but the sculpts could be used for transfer mapping. As for the Wood Sculpting I tried a variety of methods. One was using clay tubes and sculpting each piece using low opacity. After that I would then use damien standard, and slash 1 and 2 to define more details. Also I used hard opacity of clay tubes and the gouge brush for harder details like damage, and so on. I found a better way as of yesterday to get not so intense sculpts of wood. Using the Mallet Fast brush and changing the brush from stroke to drag rectangle and then using a wood alpha. Ill post that Asset I used that method on tomorrow it should be done by then. I really want to apply both these methods though on a new piece cause I think it can have great results.
Ill post some wires and textures tomorrow hopefully
I use a Zdepth pass there are several ways you can do this but it depends on what software package. I use Maya and use render layers Luminance depth pass. Or render a Zdepth out as an iff. Then I bring it into Photoshop. I use Filter, Blur, then Lens Blur and put the Zdepth in my alpha and reference it.
Texture is looking very nice (!), but the model looks quite low poly on the big round part on the top in comparison to the handles or the wheel. 2-3 more edges might help.
also a wireframe and some description and introduction might help .....
Replies
This Wheel Barrow I just did recently and am looking for some feedback. I have been thinking off adding something more to texture, but all I can think of is adding tape to the handles. Anyone have some good ideas?
Mind sharing a few textures and wires of those low polies?
Also, that's one of the best usages of zbrush I've seen for wooden pieces, did you stamp masks to get this look or you actual sculpt it with brushes?
Actually they are too high to be used in most game engines, some are low enough for games such as the Hammer ans other small props. Most have been built for close ups, but the sculpts could be used for transfer mapping. As for the Wood Sculpting I tried a variety of methods. One was using clay tubes and sculpting each piece using low opacity. After that I would then use damien standard, and slash 1 and 2 to define more details. Also I used hard opacity of clay tubes and the gouge brush for harder details like damage, and so on. I found a better way as of yesterday to get not so intense sculpts of wood. Using the Mallet Fast brush and changing the brush from stroke to drag rectangle and then using a wood alpha. Ill post that Asset I used that method on tomorrow it should be done by then. I really want to apply both these methods though on a new piece cause I think it can have great results.
Ill post some wires and textures tomorrow hopefully
BTW, if the depth of field is composited via a z-pass in a seperate app, I'd be interested to know how.
p.s. 1 thing to say: give us wireframes
Might be doing it wrong, then.
Been a while since I've been doing pre-rendered stuff anyway, was just curious
also a wireframe and some description and introduction might help .....