View Full Version : Challenge #20 polycountville - Lee3dee
11-10-2005, 09:38 PM
Been working on this for about 11 hours today. Probably thee most ambitious piece of environment art I have ever made. LOL. Hopefully, I'll get it completed in 10 days. Started off as a chinese pagoda, then came the dragon and finally the shrine rock and candles.
Fitting everything into a 512x512 texture is going to be a challenge. heh.
11-10-2005, 10:04 PM
Wow. Whatever that is...wow. Chinatown. Have fun texturing. Tile that mofo, and get the most out of every pixel.
11-10-2005, 10:26 PM
fasinating start. yea like Ely said, lots of tiling should be no problem. I invision a lot of red in your future.
11-10-2005, 11:17 PM
Ely: every pixel will be used. My UV is gonna be packed!
Cholden: hehe you mean blood shot eyes after I finish /images/graemlins/laugh.gif
11-11-2005, 02:44 AM
An incredible piece of work Lee. You're going to UV heaven now right?
11-11-2005, 09:26 AM
hehe thanks Gmanx.
I have a question as I begin my journey into UV Heaven. would it be better to texture at 1024x1024, then reduce it to 512x512, or would then blur the pixels? Trying to find the best method for texturing.
11-11-2005, 10:10 AM
There's been massive debate on this in the past, but my tuppence worth is to work at 512. That way you keep teh sharpness!
11-11-2005, 10:34 AM
use the sharpen filter, Luke...er..I mean, Lee.
*evil breathing sounds*
11-12-2005, 10:38 PM
Three words: Paint Selection Tool.
Looks great, btw.
11-14-2005, 01:49 PM
ElysiumGX: Thx for the sharpening tip /images/graemlins/laugh.gif.
Zergxes: Thx /images/graemlins/laugh.gif
UV Heaven isn't too good. i dug myself a big hole! hehe.
Been texturing the pagoda, about 80% complete, a few final touches. Then moving onto unwrapping the dragon. I figured 256x512 for each object.
11-14-2005, 02:49 PM
Not bad. Some areas look dark, but I assume that is Maya's viewport shading. Have fun on that dragon.
11-15-2005, 02:29 AM
Great work so far. I feel your unwrapping pain.
11-15-2005, 11:41 AM
[ QUOTE ]
I feel your unwrapping pain.
[/ QUOTE ]
thanks.....Here's a screen of pain! LOL
the spec map will really bring out the scales.
11-15-2005, 09:28 PM
Cool! Here's a dumb question: How do you unwrap for buildings? Do you make your tile-ables and then UV? Do you have a method for determining how large each tile-able should be?
That concrete is awesome.
11-15-2005, 09:33 PM
for this challenge I took a different approach to texturing. Usual I unwrap the model and use the UV snapshot to make the texture. But since this model requires a lot of space, I tried making the textures first and choosing what size was best to a particular texture, and then unwrapping it to the texture. So far its worked out well /images/graemlins/smile.gif
11-16-2005, 02:26 PM
UV'ed the dragons body. Also, optimized the model and added the rear hands. Final count is 1022 tris /images/graemlins/laugh.gif
11-16-2005, 10:30 PM
coming together, but some of the textures seem muddy, particularly the green roof and dragon scales. Maybe some harder edges and pixel touch-ups would help?
11-16-2005, 10:52 PM
Dragons tail is coming along very nicely. I wish i could offer something critical, but i'm a noob. Learning alot from looking closely at your guys stuff though. /images/graemlins/smile.gif
11-20-2005, 10:10 PM
Entry for Challange
512x512 Texture & Transparency
512x512 Specular map
Congrats to everyone that finished /images/graemlins/laugh.gif
11-20-2005, 11:13 PM
Glad to see you got that dragon finnished, look like a hard hard task considering the polycount, Great job!!
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