Update on my practice shield. Here are some Maya viewports and the current state of texture. 510 tris, 512px texture. Just by curiosity, how many time you guys spend doing a simple thing like this?
Update on my practice shield. Here are some Maya viewports and the current state of texture. 510 tris, 512px texture. Just by curiosity, how many time you guys spend doing a simple thing like this?
Nice work. My main points here would be that the scratches / cracks look to evened out (unrealistic placement). Mainly on the outter metal ring of the shield. What really bothers me are the two metal spikes on the upper sides of the shield, they do not match the lighting at all. Also give the vertical metal strip on the shield some AO onto the wood (some other places are missing self shadows aswell). Nice job on the wood itself!
benji: thanks a lot for the help. I did a bunch of poly reducing in favor of baking parts on instead of having geo. I know I could take the reduction a bit further, but hopefully this will end up being a happy medium in terms of detail.
Total tri count without the cord is 1,834
I'm gonna make cards to replace the cable tomorrow. Not sure how many cards I should use. If I reduced the cable to a 2 card X shape, that would give me about 425 tris for the cord, making the total polycount right around 2250.
Is this a more realistic density for a closely viewed in-game asset?
BTW, you mentioned that I needed more edge loops for the corners of the body. Actually, the corner circled in red is suppose to have a sharp transition, while the one in blue should be smoother. Should I still add more edge loops to the smooth corner?
Thanks again.
No worries man. when I suggested an alpha plane for the cable, I had in mind a flat plane with the geometry merely suggested by a normal map. I know this can be a powerful technique in certain cases - it may not work so well here, being inconsistent with the detail level throughout - but might be worth a try.
As Snader suggested there are a few more optimisations you can make by removing edge loops that do nothing to define form. If they don't contribute to the silhouette, remove them.
There are still inconsistencies in curve smoothness; obviously larger curves (the corner of the joypad) will need more edge loops than small curves (where the cable connects at the back. You could probably get away with 6 or 7 sides here)
Thanks , Next I want to redo the rocks as I'm really not happy with them at the moment. Would be good to get used to sculpting them anyway. Then its tweaking the lighting and redoing some particles
I'm still on my colossus, the base diffuse is done. I need to add some painted details and materials now.
(The mask is not good, I didn't have worked on it for the moment)
Happy new year guys
Been testing out some grass patches, the normal map strength which gives the illusion of volume might still need some adjustments.
UDK : [IMG][/img][IMG][/img]
Ah! Love that grass! What have you done to the material to make it feel so fluffy and full of volume? You mentioned the strength of the normalmap, is it just exaggerated or have you done some more magic to it? I'd love to hear a little break down!
My wife was out for a few hours so I decided to load up ZBrush and see what I could make happen. I started with a sphere and ended up with some sort of angry sailor dude...
This looks awesome dude, are you trying to make the maelstrom in WoW?
looks kinda like it
Thanks man , yeah its based off wows maelstrom, following the concept art for it. Just trying to figure out the best way to build the rocks/scattered land. Any advice anyone could give me would be great thanks
Ah! Love that grass! What have you done to the material to make it feel so fluffy and full of volume? You mentioned the strength of the normalmap, is it just exaggerated or have you done some more magic to it? I'd love to hear a little break down!
Since I was using an alpha map to mask out the grass from the soil/rock, I used that same alpha to generate a normal map in the material editor to give it some extra volume
I have been trying to handpaint some grass textures, still not very happy with the results, gonna look at some tutorials to see if I can improve the tiling texture a bit more.
Downloaded UDK over the break and messed with a small DM map. Still working on the flow and moving stuff around. It was built for vertical combat and has quite a few layers.
Since I was using an alpha map to mask out the grass from the soil/rock, I used that same alpha to generate a normal map in the material editor to give it some extra volume
I have been trying to handpaint some grass textures, still not very happy with the results, gonna look at some tutorials to see if I can improve the tiling texture a bit more.
[IMG][/img]
Oh man! So you'r using the same approach like you other terrain stuff? Big textures representing grass/rock/soil and so on? That looks just ace! Can't you start a thread for this and show some more breakdowns of the materials and the alphas/textures?
fantastic work everyone a quick stylised squibble from me
and a timelapse of a 2 hour saruman study after watching all the fellowship making ofs lol, beards pretty shitty but I was concentrating mostly on the likeness as the beard is pretty much just a proxy mesh
Needed to practise my rock sculpting for my Maelstrom scene, I think its pretty bad but its a start so I will do a few more to get the hang of it. Then I will work on a tilling rock sculpt .
Replies
Screenshot:
Reminds me of this little fellow here: http://www.michaeldashow.com/tips_texturepainting.html
Nice work. My main points here would be that the scratches / cracks look to evened out (unrealistic placement). Mainly on the outter metal ring of the shield. What really bothers me are the two metal spikes on the upper sides of the shield, they do not match the lighting at all. Also give the vertical metal strip on the shield some AO onto the wood (some other places are missing self shadows aswell). Nice job on the wood itself!
Just played around with nDo2, it's sweet!
No worries man. when I suggested an alpha plane for the cable, I had in mind a flat plane with the geometry merely suggested by a normal map. I know this can be a powerful technique in certain cases - it may not work so well here, being inconsistent with the detail level throughout - but might be worth a try.
As Snader suggested there are a few more optimisations you can make by removing edge loops that do nothing to define form. If they don't contribute to the silhouette, remove them.
There are still inconsistencies in curve smoothness; obviously larger curves (the corner of the joypad) will need more edge loops than small curves (where the cable connects at the back. You could probably get away with 6 or 7 sides here)
Rigged with Ik's, fixed a few problem's with the deform. Onto Uv and texturing, tommorow haha
Thanks , Next I want to redo the rocks as I'm really not happy with them at the moment. Would be good to get used to sculpting them anyway. Then its tweaking the lighting and redoing some particles
Wip of a body for dog knight.
http://www.polycount.com/forum/showthread.php?t=92691
(The mask is not good, I didn't have worked on it for the moment)
Critics are of course welcome !
Ah! Love that grass! What have you done to the material to make it feel so fluffy and full of volume? You mentioned the strength of the normalmap, is it just exaggerated or have you done some more magic to it? I'd love to hear a little break down!
evening after first day back at work speedy fun....taken from a Paul Richards concept:
This looks awesome dude, are you trying to make the maelstrom in WoW?
looks kinda like it
After a long Christmas break getting back to work on my first UDK environment based of some concept art for NS2.
Spartan Warrior
Thanks man , yeah its based off wows maelstrom, following the concept art for it. Just trying to figure out the best way to build the rocks/scattered land. Any advice anyone could give me would be great thanks
Since I was using an alpha map to mask out the grass from the soil/rock, I used that same alpha to generate a normal map in the material editor to give it some extra volume
I have been trying to handpaint some grass textures, still not very happy with the results, gonna look at some tutorials to see if I can improve the tiling texture a bit more.
HUZZAH! i might have to pick up minecraft again!
Swizzle - i feckin love it!
Whenever I finish it, I'll post a DL link.
Oh man! So you'r using the same approach like you other terrain stuff? Big textures representing grass/rock/soil and so on? That looks just ace! Can't you start a thread for this and show some more breakdowns of the materials and the alphas/textures?
[EDIT] Never mind, saw you thread just now
[ame="http://www.youtube.com/watch?v=6NbyUtARW6I"]Deae Lunae - YouTube[/ame]
And the art...
http://makkon.deviantart.com/art/Goddess-of-the-Moon-277404329
Beautiful Makkon.
here we go !
Haha xD
You know at this point i watch too much Japanese shit...
Nice! Love the paint job.
and a timelapse of a 2 hour saruman study after watching all the fellowship making ofs lol, beards pretty shitty but I was concentrating mostly on the likeness as the beard is pretty much just a proxy mesh
[vv]34561716[/vv]
Needed to practise my rock sculpting for my Maelstrom scene, I think its pretty bad but its a start so I will do a few more to get the hang of it. Then I will work on a tilling rock sculpt .