Back for some more. I'm going to work on completing this wagon over the next few days. I worked on the wheel tonight which was one piece. I divided it in zbrush using polygroups, then I used radial symmetry to to do the rivets in around the wheel. I used dynamesh to cut the outside of the wheel into 6 pieces. (In hindsight i should of cut the wheel, then done the rivets, because I lost some resolution when activating dynamesh)
@PhoenixWolf - Thanks man! @dpaynter26 - I still haven't finished that pump @Bek - Thanks dude, going to keep going! @Quack - Thank you! Going to try and keep updating and improving!
Here is an update for today. I worked on the sculpt and adding some of the smaller hook pieces.
Worked on redoing the bad wheel, and the pattern for the canvas. (I used dynamesh to cut the wheel into multiple pieces, it's a pretty amazing feature imo) Still trying to figure out how to correctly tweak the noise pattern maker in zbrush - using uvs seems to help a lot with straight patterns, but still getting some distortion.
Mainly worked on tearing up the canopy today. I used a mask, then hid the mask, then deleted hidden geometry. (This needs to be around 1 million to get the fidelity I needed, and unfortunately you cannot delete the geometry to my knowledge with lower subdivision lvls.) This was an issue later on when I had to redo the noise pattern, but I was able to use decimation master to get it into range, where I could use uv master, which seems to be the best technique to get uvs that work well with the noise maker... Also worked on some smaller stuff, but the hi-poly is basically done now.
What's up guys? I'm back for some more... I'm trying to reemerge into the 3d/art world again. I did some major changes to my portfolio; please feel free to hit me up with feedback!!!!
Here is a wip of the lo-poly for the wagon. I'm trying to really do things one step at a time and understand the process. I found that working on one piece at a time really helps. I've also tried to start thinking about my pipeline as a whole and break everything down into simple steps. There is so much involved in creating a piece of game art, and the less I pretend to know moving forward, and the more I spend actually learning everything is going to really help.
Here is an outline for my process:
1. HIPOLY
2. LO-POLY
3. UVS
4. BAKE MAPS
-AO
-NORMAL
-PRT
-CURVATURE (ETC)
5. TEXTURES
6. ENGINE INTEGRATION (Materials)
And finally the image: (It's amazing how baking normal maps makes you go back and think about your hi-poly sculpt. I see shit I have to change now that I didn't think of before...)
Did some more work... I figured out how to bake better AO maps in xnormal using a huge sphere attached to a hi-poly slot with each bake. Now I'm much more confident everything will bake out smoothly; however, I might have to go back into the hi-poly sculpt and get everything perfectly clean, because the inconsistencies in the map show up in the bakes... Anyways, I also started playing around with Maya's new DX11 features, including the next DX11 shader which is amazing.
A couple more. Didn't work this weeked sadly, but back at it. I'm pretty close to having the lo-poly ready for a final bake. I'm forcing myself to finish this before moving onto something else. (My goal is always to finish projects from here on out, unless I completely scrap something early on.) I'm going to move back into hi-poly hard-surface land for my next project. I'm thinking of doing something cyberpunky with some of the shapes in my portfolio, and taking it all the way into UDK game land.
chrisundrum - What's up dude! Thanks for the love. I'm planning on keeping the textures pretty simple. The plan is to texture the cart as if it had a nice paint job early in it's lifetime that has been weathered away. I also want to make the 3 different materials really stand out. (Cloth, Wood, and Metal accents.)
Here is another WIP. I worked on finalizing the UV layout, and getting things baked down. The AO is too contrasty. Probably going to get an EDT from XNormal and Overlay to tone it back. I also included a shot of the canopy bake because I was happy with how that came out. The texture and pattern show much better now that I gave it a better quality bake. Also, I'm really starting to make a connection between how important it is to not slack on any part of the pipeline, especially the hi-poly. Every flaw has a cascade effect that impacts the next step in the process.
gutty333 - Thanks man! I used claytubes and a planar brush for the whole thing. I like messing with the brush modifier to get a really sharp cut for wood and rock. I'm hoping to go back to those at some point and do more with them.
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Here is a really really early block in of color. It's literally just my maps, and 2 colors one for the base and one for the cavities to make the wood grain darker.
Another shot. Definitely learning a lot about texturing doing this. Hopefully, by the end of the week this will be finished up. I want to do a couple simple wooden crates to throw in side for the final viewport screenshots, and lock down my pipeline from hi to lo to texture, etc.
Just posting a little render test I did... I'm trying to learn the basics to possibly help aid in visualizing textures better, or maybe just to get some cool looking renders of assets I'm working on.
starting a new thing. i'm going to remake this fucking sick ass ship from viper phase shump. i'm starting to piece the stage together into one massive image. i still need to get the sides and clean up the top part for my reference image. it's pretty tedious because i don't have a great way to do it other than screenshot, paste, align. when i finish that, i'm going to go into maya land and slap some polys around.
after 6 hours of grinding i finally finished redoing the image. the right and left sides of the screen only render when the ship is all the way to the right or the left. this means that i had to take 3 videos to get the entire ship(right, left & center), then piece them together one segment at a time.
long day at work, but going to try to post almost daily(even if it's trivial)
that being said, i got my project & grid set-up in Maya & I also installed Unreal Engine 4!
Replies
this is really cool! lol
@dpaynter26 - I still haven't finished that pump
@Bek - Thanks dude, going to keep going!
@Quack - Thank you! Going to try and keep updating and improving!
Here is an update for today. I worked on the sculpt and adding some of the smaller hook pieces.
http://webspace.ringling.edu/~mbischof/index.html
Here is an outline for my process:
1. HIPOLY
2. LO-POLY
3. UVS
4. BAKE MAPS
-AO
-NORMAL
-PRT
-CURVATURE (ETC)
5. TEXTURES
6. ENGINE INTEGRATION (Materials)
Anyways here are a couple of amazing resources for normal maps if anyone is interested:
http://www.polycount.com/forum/showthread.php?t=107196
http://www.polycount.com/forum/showthread.php?t=81154
And finally the image: (It's amazing how baking normal maps makes you go back and think about your hi-poly sculpt. I see shit I have to change now that I didn't think of before...)
Also, here is a link to my Pintrest repository for all things art. I'm going to try and keep it full of goodies.
http://pinterest.com/mattbischoff/boards/
Here is another WIP. I worked on finalizing the UV layout, and getting things baked down. The AO is too contrasty. Probably going to get an EDT from XNormal and Overlay to tone it back. I also included a shot of the canopy bake because I was happy with how that came out. The texture and pattern show much better now that I gave it a better quality bake. Also, I'm really starting to make a connection between how important it is to not slack on any part of the pipeline, especially the hi-poly. Every flaw has a cascade effect that impacts the next step in the process.
=============
Here is a really really early block in of color. It's literally just my maps, and 2 colors one for the base and one for the cavities to make the wood grain darker.
Try 2:
that being said, i got my project & grid set-up in Maya & I also installed Unreal Engine 4!
http://www.twitch.tv/f1sherk1ng