Hey I dont want to be mean but please you dont have to post a update for the smallest things your do. Just post a update once you finish something. To me is just appears your bumping your threads so it gets viewed more. You are making other great threads go to the second page because you post a new picture of your moss every 3 hours.
No problem man, no offense taken.:)
I would however like some helpful feedback. I'm about ready to create my maps from this but before I can go any further I would like to give any professional a chance to critique this. That is why I keep updating the thread. Although it may seem like small changes to you, it was actually a lot of work for me. Think of it as getting the approval from the lead before moving on. That is the stage I'm at right now.:) Sorry if I bumped somebody off to the next page.
I added some more bark detail, I don't know what else I can add to make this look better. It looks pretty awesome to me but I would like to hear from somebody else before I move on. Does anybody have any ideas how I can improve this?
Here is the Stump in Maya after baking the normal map in Xnormal and applying it to the stump in Maya. I also used spotlight and polypaint to create the color map and I applied that to the stump in Maya also. I was having trouble with Mental Ray so I just used the maya default renderer for these shots. I'm planning on displaying the final version with marmoset Toolbag before placing it into the scene in UDK.
Here are the final realtime Renders from Marmoset Toolbag. Please comment, I really did work very hard on this stump and it took a lot of time and effort. My next project will be the wooden chest.
I just want to give a special thanks to Artquest and Darbeenbo who encouraged me to stick with the project and helped me finish the stump with awesome advice. Thanks to everyone who helped see me through this too.
Hey Animesh, as as first game model you did Ok...but this tree stump model of yours could be improved further by:-
1) Your Stump Sculpt was way too Noisy.More Practice is needed in Zbrush to sculpt stuff.Watch more tutorials and watch other people stuff.I know this is your first major attempt in zbrush.So, it's OK....don't get disheartened.
2) UV layout is very-very Bad.You need to maximize your Uv space and have as little space between UV islands as possible.Try to make the edges of your uv islands straight without distorting your UV's.
3) Spec Map is very-very important...where is that map??
4) Have Occlusion map in your diffuse to make your asset more realistic.
5) Lowpoly Modeling can also be improved greatly.Let the normal map take care of most of the stuff.
6) There are visible seams in your asset, try to remove them.
I am still a noob over here in this forum but i have been in your situation and i know how it feels.Just Keep going dude, don't stop.Keep Learning....
Frankly, i would suggest stop thinking about your portfolio for now, make this asset again, improve upon what you already know, watch tuts and you will grow.Portfolio should include your best pieces.You will not have best pieces at your first attempt, you will have make more than atleast 10-12 pieces to have that 3-4 best pieces.
Replies
I would however like some helpful feedback. I'm about ready to create my maps from this but before I can go any further I would like to give any professional a chance to critique this. That is why I keep updating the thread. Although it may seem like small changes to you, it was actually a lot of work for me. Think of it as getting the approval from the lead before moving on. That is the stage I'm at right now.:) Sorry if I bumped somebody off to the next page.
http://s1049.photobucket.com/albums/s395/animesh58/?action=view¤t=stump_turntable_01.mp4
http://s1049.photobucket.com/albums/s395/animesh58/?action=view¤t=stump_turntable_wireframe_01.mp4
1) Your Stump Sculpt was way too Noisy.More Practice is needed in Zbrush to sculpt stuff.Watch more tutorials and watch other people stuff.I know this is your first major attempt in zbrush.So, it's OK....don't get disheartened.
2) UV layout is very-very Bad.You need to maximize your Uv space and have as little space between UV islands as possible.Try to make the edges of your uv islands straight without distorting your UV's.
3) Spec Map is very-very important...where is that map??
4) Have Occlusion map in your diffuse to make your asset more realistic.
5) Lowpoly Modeling can also be improved greatly.Let the normal map take care of most of the stuff.
6) There are visible seams in your asset, try to remove them.
I am still a noob over here in this forum but i have been in your situation and i know how it feels.Just Keep going dude, don't stop.Keep Learning....
Frankly, i would suggest stop thinking about your portfolio for now, make this asset again, improve upon what you already know, watch tuts and you will grow.Portfolio should include your best pieces.You will not have best pieces at your first attempt, you will have make more than atleast 10-12 pieces to have that 3-4 best pieces.