Hello To All Lovely Polycounters,
You guys are the best!!
Here, i tried to make this Old Stone fountain Game Asset.It's 2700 Tris and uses 2048X2048 Color map and normal map and very generic spec map.My Inspiration being stone fountain being used in games like Prince of Persia and game which i recently played Assassin Creed brotherhood.
Currently, I am a sort of stuck with it on how to improve it further and add more detail to it.How to make it more interesting...would love to have your opinions on it...
much thanks in advance.
Cheers!!
Replies
And just adding random dirt and for places it should be is good way for adding detail for exampel your fountain "pool" looks werry clean for being used for water. Also adding nature stuff like moss is good then you get some more colour intrest.
@S_ource - Hey man...really interesting.Actually, i was so engrossed in formulating the design of my fountain that i forgot to add these kind of damages to my prop.Your prop is looking really interesting.Inspired!!
So since there is problem with my mesh flow and as well as basic shape...(damages and all)...i am planning to build it again.Counting on you guys to help and guide me like this.Much appreciate it.
Update will be up soon.Cheers!!
Here is the update i did...went ahead and damaged the walls of my fountain and the base of my middle column.IMO, not too much of damage will be in middle column itself...cuz of it's position.What do you guys think, please do tell me...
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Waiting for your valued critics and comments...working on it's new lowpoly meshflow now..
Cheers..
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I'd rework that. The outer wall portion would be seen closer up than the middle.
Yes, you are right.It's because of the fact that the alpha which i am using for outer walls is of lower resolution than alpha which i am using in the middle column.Furthermore, when i have baked it in my previous tries(you can see the image at the top of this thread)...one really can't distinguish between the two parts.
Also, i googled extensively for some nice high Res tileable alpha but was left high and dry
Do you know of any other way in which i can improve the quality of this releif??..
Or, you could simply go in and clean it up, giving extra detail and character to it as well. The base shapes are already there. Might be too much work given the amount it tiles. . .
No real suggestions for finding patterns, the zbrush alphas might have something.
@pseudoBug - yes..if i manually go along creating and rectifying my relief, on my outer walls it will be quite tiresome.Having a clean high-res alpha to work from seems the best deal.
I have described the problem in detail in the attached image.
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Please help!!!...on how can i get a crisp result over my curved asset?
I have used Stencil too, but getting the same blocky/pixelated result as we move away from center.Used Normalised option too in projection master but still getting the same result.Any help would be appreciated...
thanks in advance.
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You could even out the topology a little more, those long faces aren't ideal for sculpting on but sometimes it's unavoidable.
Twister3s idea works also.
@Alberto Rdrgz - Yes man..i also wanted to try that at first, but couldn't get my head around maya deformers.Will try again...
@Twister3 - This is a complete new way for me...Thanks for the TIP!!
but first will try to have a go once again with Maya deformers...if i can't get around with it, then will try this technique.Thanks again.
@Gannon - thanks bro.
You should add these edgeloops.
Also when you use projection master make sure you have Normalize turned on because the piece is curved.
I'm gonna throw my 2 cents in....
There are some issues here that need to be addressed before you go any further. You have the right ambition, but I'm not sure whether you understand the purpose of things. You being focused on the slight problems with the cut in your geometry and etc isn't what you should really worry about; More so, you should try to understand what things are, how they work, and why at this stage.
When you are creating a high-poly sculpt, you're only purpose for it is to use the normals and bake a normal map from it, and possibly Ambient Occlusion etc, so that you can use it on your low-poly. I say this, because I see very LITTLE details on your sculpt, like on the edges and things, whereas the SILHOUETTE of your model is very boring.
The way to really get your normal maps working for you is to work on large details first, chunks of stuff, if you know what I mean. Like BIGGER dents, LARGE scratches, etc. Then go finer from there.
The distortion after you use projection master is because your object is curved, and you are PROJECTING a 2d image / "stencil" onto it. ZBrush is doing the best it can to PROJECT that 2d image on a curved surface for you. However, it's turning out like that for many reasons, mostly because it's a curved surface.
Also, the way Zbrush works is that when you bring in a model and subdivide it, it's taking every QUAD that's on your model already and dividing it into 4 chunks every time you press DIVIDE. Hence why the detail in your geometry here is more detailed in one spot than the others. FINGUS pointed that out well. Try to keep it in mind, that if you are going to bring geometry into zbrush, keep your topology EVENLY divided, or just add more divisions in your base model where you know you will need greater details.
As for the cut in your geometry, where you are trying to make it look broken, you must add some kind of variance to it. Nothing ever breaks that cleanly. Take a look at any real-life reference!
Alright, that's my 2 cents for the night, polycount lol...
I hope this helps you out man.
My problem was, as Fingus pointed out and later tristamus too, uneven polyflow, which was causing all sorts of issue.Thanks a lot fingus.:)
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@Gannon - I also delved into maya deformers and got that workflow too but now as i am getting fine result with the curved surface already...no need to follow that workflow, atm, imo.Suggestions on this approach are most welcome.Thanks again.
@tristamus - Thanks for stopping by and giving such sound advice.:)
I totally appreciate it.
Regarding current silhouette, yes, it's sort of boring and all but i was looking to bash up my asset in zbrush heavily.Is this the right way to go about it??...or i should redesign my base in maya again??...also my inspiration for this asset came from GOW universe...they have such amazingly detailed bashed up high-poly models..i wanted to make something like that...so just went on with my stuff.
regarding the clean edge, I made that in maya i wanted to deform it using zbrush brushes once i bring my asset into this software from maya.So, that was my workflow...
please do give your suggestions, critics, or comments...
Thank you all.Please keep them coming...loving it!!
**************WANT TO MAKE THIS ASSET TO THE BEST OF MY ABILITY*********
C&C please...
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Really inspired by Skyrim Artwork.Lots of stone stairs in there.
Cheers.
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Thanks and cheers.
Now i am onto making this thing as dirty and filthy as possible, probably add some moss and such.
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Any suggestions??
What I do to test the normal map in UDK is to apply a material with a one parameter of 0.5 in the diffuse and the normal map in the corresponding slot. Then I test the normals with a spotlight to look for any artefacts or errors. Btw, I test this in a blank level, so that I don't get any other light than the one from my spotlight.
You can also increase the strength of the normal map in the material itself although that is not really an elegant option.
So when you said something about compressing normal map...sorry again to bother you, but why do we need to compress our normal map inside game engine?..why can't just import it in TGA format?
and i am currently learning how to manipulate materials within UDK...
In the meantime, my texturing is still going on strong...will update it shortly.
Thanks for your reply.
Don't be sorry! We all were noobs of UDK at some point
Of course you import your texture in a .tga format but UDK compresses it to a more useable format for the rendering process. Don't worry, your texture remains untouched. You can even export the texture again as a .tga file in case you lose a texture or so.
I reckon the compression process is pretty common since the Unity Engine does this also.
Basically in UDK all you need to remember is to set your normal map to "TC_NormalMap" when the import window pops up. Only then does UDK register the NM correctly, otherwise the bump effect isn't really noticeable.
C&C are most welcome and any ideas on how to make this more dirty, filthy and old.
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thanks in advance.
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but one problem comes up if i re-use my UV's.
How can i add more variation to the texture?.
- I am thinking of using more than one UV set.One for normal and another for diffuse.I havent used two sets of UV layout before.
For this reason also i don't want to give it too damaged look now too like earlier as i want to re-use the details.
Any advice on how should i approach this artwork would be very helpful.
i have attached some WIP's on my current status for this model.
thanks.
Your Images link are not working.
@zakhar2 - hey there...yes i am also thinking of doing the same thing but again as i said i haven't tried all this.All this will be my first time.I am very Excited.:)
Also i wanted to do maximum things outside of UDK, in traditional programs but if i get no solutions i am keeping that option always open.