Hi Everyone it will be my first real thread on polycount, so I say hello to everyone. Now I will present you first part to my scene called Old Warehouse. First part is an destroyed pillar. I did it using 3dsmax, Zbrush and Photoshop. It have 821 tris in this more then half for "wires". Textures are 2048 x 1024 but textures on the bottom have 1024 x 512, because 2048 x 1024 files will be loading to much time. I look forward to your criticism.
Nope I only use eat3d picture as a some what I want to do then I do it by myself. You can compare my work with Eat3D Old Pillar and you can only say same, are this is the pillar and it have wires outgoing from inside.
The damaged parts seems a bit blobby to me. Also you really should fix the parts wonkey told you about. Whats the plan for the scene? any concepts or references?
The damaged parts seems a bit blobby to me. Also you really should fix the parts wonkey told you about. Whats the plan for the scene? any concepts or references?
Maybe it's haven't enough sharp places, but I don't wanna backtrack same about parts about what Wonkey told.
I have idea, but now I think it's not a good idea . Do you have any idea ?
The graffiti will be good seeing as I can't decipher your handwriting. You probably should pick up the eat3d tutorial though, I think it will definitely help you out with that asset.
its your call, but atm it looks like your concrete is melting. If you are going to keep working on a whole scene i would just step back and fixk it up quickly. It wont take to much to fix it up. You could keep your textures and uv and just sharpen up the damages. The siluette could be fixet by adding just another edgeloop and pulling it out a bit.
That room seems like a pretty nice environment to try out. would need some variation on your pillars though.
I redone some part of sculpt, full texture and I gave more polys to the major mesh. If I have any mistakes there I don't want to go back, because I'm tired to doing same part many times . Results:
very nice pillar indeed, but u`d better start scene layout first and make all (or most) of your objects in rough form and populate the scene with them
Refining sculpt and textures right from the first asset is dangerous to loose global scope and waste too much time on one single asset when its polished look is not that important actually.
I redone some part of sculpt, full texture and I gave more polys to the major mesh. If I have any mistakes there I don't want to go back, because I'm tired to doing same part many times .
So you'd rather settle for a mediocre looking pillar that's going to be repeated throughout your scene?
Here's the major issue you have - you are not getting the hard edge on the concrete damage. There is no water in here, there is nothing to slowly erode the edges.
You need to take the hPolish brush and run it along the outside of your damage to firm up the crack, or run a pinch brush around the edge - right now you've got it soft and that DOES NOT HAPPEN.
look at the reference you posted - see how the original outer surface is flat and has a sharp line differentiating it between it and the soft, rocky innards? You need that line, right now it looks like it's melted and that doesn't happen unless there is serious water erosion (not the kind a dripping pipe would cause).
if you do something wrong several times and then refuse to do it right, you've learned nothing.
Replies
Ye maybe I should give there more geometry, I will do it on next project.
I like that edges, and I don't wanna change them.
Maybe it's haven't enough sharp places, but I don't wanna backtrack same about parts about what Wonkey told.
I have idea, but now I think it's not a good idea . Do you have any idea ?
That room seems like a pretty nice environment to try out. would need some variation on your pillars though.
Refining sculpt and textures right from the first asset is dangerous to loose global scope and waste too much time on one single asset when its polished look is not that important actually.
So you'd rather settle for a mediocre looking pillar that's going to be repeated throughout your scene?
Here's the major issue you have - you are not getting the hard edge on the concrete damage. There is no water in here, there is nothing to slowly erode the edges.
You need to take the hPolish brush and run it along the outside of your damage to firm up the crack, or run a pinch brush around the edge - right now you've got it soft and that DOES NOT HAPPEN.
look at the reference you posted - see how the original outer surface is flat and has a sharp line differentiating it between it and the soft, rocky innards? You need that line, right now it looks like it's melted and that doesn't happen unless there is serious water erosion (not the kind a dripping pipe would cause).
if you do something wrong several times and then refuse to do it right, you've learned nothing.