thanx guys! looking to start on my next prop soon. Moving on to more elaborated things For this vespa scooter, i have more pics, but just to give you guys a general idea. And if anyone knows where to get blue prints, please let me know! :) After im done with this high poly. i will start making low poly versions of my last…
All your props should be better than this if you want a job as an environment artist. You should be baking from a high, bevelling edges, and creating something that looks current gen. These look like action quake 2 props. Go look up some hard surface tutorials.... Finally, look at racer445s texturing tutorial, it will show…
You need to add more edge loops to that candelabra to make the polies more squarish. Zbrush didn't like sculpting polies that are not even on a surface, it will result in terrible details. Also I think you should make one prop and stick with it through all stages of creation. Jumping around props like that is kind of like…
^^Wow deja vu here..:) Thanks for the compliments fellas.... Now as for this whole artifical environment in the space ship business, its just not going to happen...your crazy..just crazy.:poly003: As for the poly count theres one factor that may not have been added in. Its a combonation of multiple props that were set in…
It's looking pretty neat, the biggest thing I'd say would be to rough up your wood and edges. Add more edgeloops and destroy any 90 degree angles. Deform your silhouette, for example on the bricks add some cuts and pull the bricks out so you dont get such a sharp edge. Attention to detail will make the difference between…
I think Ace-Angel nailed in it a previous thread. If you're doing props that lend themselves well to this work flow then it's: 1. Bake high to low poly for edges and angles. Just large shapes, don't worry about details. 2. NDo for details (bolts, lettering, etc) I've done a few simple props this way and it's really a very…
in the exemple you shown i dont see any reason but speed and lazyness, but what i was talking about was things like modular building sets. also if you look around with the ut3/udk stuff a lot of props are made from parts of other props, which could be the reason for the extra faces, so they can be easily torn off in max…
does the spec look dull in the individual prop sheets or the udk final render. or both haha? and what neon lights do you think i should get rid of I will also try desaturating them to see if that helps because they hogging all the color. I cant wait to have this scene full of props for the final render. more posts…
Bit disturbed that a prop designed and built for a film, which is undeniably art, is not inheritely considered art. If that's the case, which part of film is the art part...if not the imagery. Does that mean that all of the designs and concepts for any practical props built for the Star Wars movies are fair game? Can I…
well from what I have generally seen levels tend to be layered. So your base level geo is pretty sparse, and its populated by props. That said I'd keep props as much a single mesh as is reasonable for their shape. Ie a palm tree could have its leaves separate from its stalk. but a rock formation will likely want to be a…