Hey everyone!
I am trying to make some cliffs for a personal project and I would appreciate some feedback on what I did so far.
I did those two models:
-first model (1024x1024, 938 tris, diffuse+normal)
-second model: (2048x2048, 1120 tris, diffuse+normal)
The main problem is that it takes me a whole day to make one prop. And the most tedious part of it is to make the low-poly version.
Am i overkilling the poly-count? Is it suppose to take this long? what do you guys think?
It's suppose to be about 5x the height of the player.
Replies
Learning how to deal with these situations and using tiling textures would probably better. You could have 1 tiling rock texture at 512x512 for all the rocks in one area. Then use polies to make them look different and even use a blendshader with another texture to make em have moss and stuff growing on them.
Soo
Post wires and texturesheets and I'll try to give some more feedback
And in terms of the actual cliff, I'd model the larger geometry (actual cliff face) in zbrush lowpoly, then detail it for normalmapping then texture it. then i'd do a load of small rocks like these but with much smaller textures and scatter them across the surface of the rock face. or have them actually BE the surface aligned with the base mesh.
And the diffuse + normal:
Thank you for the feedback.
I shouldn't use a unique set of diffuse + normal for each props? Wouldn't it make less detailed? Also I don't know anything about blendshaders. I was going to use a decal for the moss and stuff.
I was looking into some game environment to show you what I am aiming for. And I found this thread from this guy that worked on Rage here: http://www.polycount.com/forum/showthread.php?t=90081
The fourth image down is the kind of cliff I am looking to do. Did he used a tiled texture too? Then how did he got the highlights on the edges?
I am afraid by using a tiled textures it would make it loose the sharpness of the rocks. Anybody got a good example of this technique?
i'm not sure but i'm keen to know what the best way to go about this is too.
As far as breaking up the tiling if need be, vertex paint in UDK would be the ideal solution. Mix it in with different rock layers or moss and should look good!
I know you referenced the Rage art thread but are you trying to make a huge rock piece or a wall specifically or? Didn't quite get that bit.
I was thinking about making the rocks by breaking it in different parts, with their own textures for each. Would you guys approach it differently?