Latest Update-6/6/2012:
Update, think they're both close to done, wanted to get some more feedback. I still need work on gloss maps, if anyone has any suggestions for that, or suggestions on anything overall, that'd be great. The turret is 1024^2, and the cannon is 2048^, might lower it's res.
Currently working on some concepts from Paul Richards. The first one I'm tackling is the Strogg Cannon: I made this high poly last year, figured I'd make it into a game asset. Comments and critique are welcome! If there's anything about the cannon that looks off, let me know!
Here's the concept for those of you who havent seen it:
http://autodestruct.com/images/quake4_cannon2.jpg
And some renders:
Here's the low poly in progress, it's a little under 7,300 tris in total. Wondering if I should try to get it all on one sheet or if it's worth 2, probably going to aim for the former though.
Replies
Also made an update to this, another Paul Richard's piece. I'll tackle it as I'm doing the cannon.
Concept:
http://autodestruct.com/images/quake4_hatch.jpg
High Poly
@ Darkleopard, yep, that's the plan!
are easier to see.For renders with normal map only, max screenshots (or maya) with a grey
diffuse and simple lights, like you did for the hipoly .
First is the base colors for the MCC Turret:
Currently re-working some of it's uvs, but the colors won't change.
Next is the Strogg Cannon. I've got two color schemes right now: warm and cold.
I've never played any of the Quake games, so if anyone has any insight on what colors would fit better for it, please let me know.
Also, here's my ref sheet of a few Strogg pieces I found on the net.
Color Update: I like it, but not sure if it fits in the Quake universe (might need to de-saturate the gold trim and add more greys instead of dark blues/close to blacks). C&C welcome and appreciated.
Updates, going to be wrapping up this one soon I think. Need to refine the spec a bit more and clean up some of the cloudiness in the metal. Also need to figure out if I'll only do scratches/scrapes in areas that will intersect or in "interesting" places (the indents on the gold brace for example would lend themselves to the scrapes, but I can't think of anything that would be scraping against it).
Any feedback is as always, appreciated and welcome! :-D
Update, think they're both close to done, wanted to get some more feedback. I still need work on gloss maps, if anyone has any suggestions for that, or suggestions on anything overall, that'd be great. The turret is 1024^2, and the cannon is 2048^, might lower it's res.