View Full Version : Capt_Hotkill SandBags
08-04-2010, 02:21 AM
Hi guys, I wanted some Critics on this work.
the poly count 637 and the texture Size is 512x1024, there are no seams in the map.
PS: The gears of war logo is just a placeholder ^^
08-04-2010, 09:13 AM
Looks good to me, I don't really have any crits for you.
08-04-2010, 09:24 AM
Looks pretty good, the shot is a little dark, hard to make out some of the details. Is that a render or a screen grab? Wires and texture sheets?
08-04-2010, 09:37 AM
Its a Screengrab from Modo, thats why it looks dark.
here are the wires and the textures.
08-04-2010, 09:48 AM
The normals look great. I have no crits on the technical side, are you making this as a stand alone piece.
08-04-2010, 11:12 AM
Yeah, but i made everything in a way that i can make any shapes and any formations easily. each Bag is individual and they have a poly paint applied from were i get the base texture.
08-04-2010, 11:32 AM
Looks good, but as Vig said the presentation doesnt look good. Needs to be brighter overall and have more contrast.
08-04-2010, 11:42 AM
Looks great. Just curious about your process. How did you go about building that geometry? I don't know how I would do that all in one solid piece in Maya. Did you just build one sandbag, and delete polys and connect it to the next sandbag?
08-04-2010, 12:00 PM
I made a Base mesh for one Sandbag in Modo from a Box soo i had a box like UVmap, then i took it to Zbrush and sculpted and painted it, then I used Subtools to make the formation and then i pressed Remesh all in the Subtool Menu, when you get a good shape, you Decimate it and there you get your low poly. then its just about making a simple Pelt map for the UV. and Bake the Normals, Ambient Occlusion and Base texture, With Photoshop i made the different layers that gives the Diffuse the final look.
08-04-2010, 12:39 PM
Thanks for the explanation Cap.
08-04-2010, 01:58 PM
You welcome, I forgot to say another tip about the workflow, with polypaint you need too many polygons to get a good resolution on the paint, and thats not usefull if you have to put 12 objects of 1 or 2 million polygons all together in a single file, so the best way to work with it is to Project the polypaint into a Texture and load it into a lower subdivision of the model. level 7 Subdivision of my bags is around 360k witch is ok to make the normal and AO map Bakes. I use Xnormal to Bake the Base texture to the low poly from High poly model Texture, thats the reason of why you need a proper mapped Level 0 Model when you start.
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