After studying the model further, and dealing with some mild common-cold.. I decided to make a blockout with proper proportions, from where I can further refine via modelling or sculpting individual parts. Goal is not bolt for bolt design. But rather a practical game asset, where parts can be modularly changed out.
Yay this piece is finished! It looks great, personally I think you really really nailed the style and I like that making it modularly allowed you to make a few variations. What are the texture sizes? 256x3 32x1 as you said in an earlier post?
What does model sheet for environment look like? I found lots of T-pose character model sheets, but how should I draw model sheets for an out door environment? If I am building it modularly, do I need to draw "front" and "side" view of a chunk of rock that will be turned around and flipped sideways?
Looks pretty good. Are you using any normal maps? Let them do some work on small details (Replace bump map). I don't know what level of detail are you going for and what level of optimization you wish to achieve, but you can pack textures more modularly.
I would agree, looks nice, probably could've used better use of texture space and used his textures modularly, but for a week project, very nice, would be interesting to see what he could do in a month. NOW TELL HIM TO GET OFF FACEBOOK CAUSE THIS IS WHERE HE NEEDS TO BE!
Oh man, just got off work. 8.5hr shift on a Friday... :( Yesterday I modularised the open-walled structure properly. Tonight I am going to be sculpting some worn wood in Mudbox, then using the sculpt to create a compelling tiling wood texture I can use for the vast majority of the wood in the scene. :)
Unless you have some unique damage type to the pillar(a chunk missing), nobody will notice. Yeah the seams and small deterioration will repeat, but they all look very similar anyway. On the other hand, if you can show that you can model and texture modularly, you will stand out
Hey wakkamis! I agree that it sticks out too much but I like it because I feel it gives the eye a nice smooth break from the detail of the other parts. The rooftile geometry took quite awhile but it was a tileable square placed modularly until it reached an end point and then I individually moved he vertices to match the…
The normal map turned out okay I guess, but I think I may have to size it up to 2048 pixels instead of 1024. I should propably have tried to build this modularly from the beginning, to get better texture res. If there is time over I might redo it, but I have to move on.
I think I actually found the plastic chairs hardest to model as the arms/legs/back are pretty much one smooth curving bit of plastic! The roofs are part modular, part unique pieces; I struggled quite a lot at first at getting them to snap together modularly. Hope this image suffices, the pieces are relatively high poly,…