Hello everyone!
This is my first thread on the Polycount Forum. My name is
Anders and I'm studying CG in Sweden at
gsCEPT. I'm currently working on my specialization project, in which I will create props for games.
I will create the following:
- One organic prop, an oak tree.
- One hard-surface model, a motorcycle. (As detailed as possible)
- One low poly character. ( ~2500 triangles, 512x512 diffuse map)
I will work on these until the end of Mars 2012. I have been working on them since January, so... I should have begun this thread much earlier.
Anyhow, if you could give me any feedback on my work I would be very grateful.
As a part in the course I'm doing, I have to
blog about my progress.
Moodbard
Here is a moodboard.
The oak
Here is some progress on the oak.
I think the oak is to small and have to much polygons. A friend told me it looks as if it's the same size as a short apple tree. Not the thing I was aiming for, I had in mind a 15 meter (50 feet) high tree.
How should I make it bigger without making the canopy less dense? I thought about making the branch in the branch texture bigger so each polygon packs denser branches... The model as it is is about 10 k triangles with one 512x512 diffuse and normal map for the branches and the bark respectively.
As my time schedule runs by, my work for the tree has to cease for the moment.
The motorcycle
Here is a moodboard for the motorcycle.
Here is some wip:s pictures of the high poly modeling.
Here is two Maya renders of the highpoly model. (final gather, 2.1 M triangles)
Here is my current silhouette and wireframe turntable of the lowpoly model. Roughly 19 k triangles.
Lowpoly silhouette (.mp4)Lowpoly wireframe (.mp4)
And that's what I have been working on up until now. I will continue to post my progress in this thread.
Thanks for reading!
Replies
Seems like you've got good organization, so all I can say is good luck and most importantly, have fun with it!
I have been thinking about the UV space... Here is how I picture it.
I plan to have some different materials, and I haven’t decided yet, but something like this:
- Green painted metal
- Brown leather
- Glass/Mirror
- Alpha wheel spokes
I would like to add som cubemaps and detail maps… and an emissive map for the lights?Here's a wip screenshot.
i like the break down your doing as well
im not a big fan of the leaves on your trees, something about it look either too big, too spec, or stand out to me as not natural.
I like the heavy use of ao, makes all of your forms and details pop. Can't wait to see more.
Quack!, yep you're right. I ended up tiling the tire texture in three parts instead, but now I have seams I'm not quite sure how to remove. No cookie for me.
Lordsarum, good point. I'll look into that!
Thanks for your replies! I'll keep posting!
Axios, yes I tried editing the vertex normals. First I tried to find the normal thief plugin, but didn't find it anywhere to Maya. Instead I created a balloonlike geometry shaped like the canopy of the tree and transferred the vertex normals from the balloon to the planes. It worked... ish I guess. But it only shows in the last picture from UDK.
I'm thinking the branches is too long and blobby. I have to test some new trees soon.
I have a new update on the motorcycle. I finished a specular map and a glossiness map, and decreased the size of the textures from 4k to 2k. I have added scratches, dirt, grime and dust. It's starting to feel finished now.
Only normal and specular/gloss maps:
All together with bloom:
I imported the motorcycle as a static mesh, added a simple material, and seams where showing up. I can’t understand why, they doesn’t show up when I import the mesh into Marmoset Toolbag or Maya. What did I do wrong?
I have modelled the Viking Lumberjack and created the UVs, and I just barely started with the texturing. I'm working with the values first before adding the colors. I have 2 weeks left before the project is over, and I'll keep posting my progress under this time.
Wireframe showing at the last of this turn-around clip:
http://svn.gscept.com/ip12/ip07/public/Blog_content/20120308_lowpoly_texturing1.mp4
I got a valid question recently, why am I doing a character in a prop project? Yeah, well... that's true. I should've made something else, like a modular house. The focus is training on model and texture optimization, and I had only my mind on the motorcycle. The choice for what I should've created as a lowpoly model was pretty random and in the last moment.
Anyhow, I'm making a viking lumberjack because it felt like a fun thing to do. Not a prop, but still an exercise in model and texture optimization.
I added some colors and extra detail. The colors and the values don't seem to mix well. I'm thinking of flattening the layers and work in the colors a bit into the values.
I'm almost out of time, I have to create a scene in UDK and if I have the time, I really would like to rig and animate a simple idle animation for the motorcycle/audrey scene and the lowpoly model scene. Only one week left!
Sorry for the late update. The project has now ended and here is some images and videos from the finished models.
Movie capture from the motorcycle UDK scene
Mirror 1: http://www.lorentzen.se/annat/anders/polycount/udk_scene_mc_audrey_rev1.mp4
Mirror 2: http://svn.gscept.com/ip12/ip07/public/MS3/udk_scene_mc_audrey_rev1.mp4
Movie capture from the Viking Lumberjack scene
Mirror 1: http://www.lorentzen.se/annat/anders/polycount/udk_scene_viking_lumberjack.mp4
Mirror 2: http://svn.gscept.com/ip12/ip07/public/MS3/udk_scene_viking_lumberjack.mp4
Motorcycle images
Oak images
Viking Lumberjack images