View Full Version : Harbor Buoy
lewist
01-22-2011, 03:40 PM
This is the high poly of a harbor buoy I've been working on for a few days now. I'll be starting the low poly soon, but I really wanted to post this up for some critiques beforehand. Right now I'm thinking of adding more bolts and possibility throwing it into a sculpting program to do some minor scratches or barnacles.
http://i1188.photobucket.com/albums/z412/lewist3D/lewisBuoyCritique_1.jpg
http://i1188.photobucket.com/albums/z412/lewist3D/lewisBuoyCritique_2.jpg
Tea Monster
01-22-2011, 05:22 PM
Looks pretty good. Yeah, I'd get it into a sculpting program and put some dings or similar on there. The two I googled seemed to be much the worse for wear - mostly very heavy rusting under the water line.
I was certain that there would be some weld marks on those eyelets, but no :(
lewist
01-26-2011, 09:07 PM
Finished up the low poly geometry - it's currently 7,756 triangles, which is probably a little excessive. I still need to go back and do some sculpting on the high-poly like Tea Monster suggested. As for now, it's time to do some unwrapping so I bake it later.
http://i1188.photobucket.com/albums/z412/lewist3D/lewisBuoyWires.jpg
http://i1188.photobucket.com/albums/z412/lewist3D/lewisBuoyCritique_3LowPoly-1.jpg
That low poly might work for a highest level LOD? I guess it depends how close you're going to get to it, if you'll be climbing on it, that's probably ok...
Snader
01-26-2011, 10:43 PM
I'd say nearly 8K is quite a lot excessive. Everything depends heavily on how it will be viewed in the game, but I think you can cut this in half easily.
SaferDan
01-27-2011, 09:20 AM
Yeah 8K is loads! You can cut back so much here!
It looks awesome though :)
lewist
02-13-2011, 08:17 PM
I finally had a chance to work on this again! To everyone who said 8k is too much, you all are very, very correct. :) Here's the final, unwrapped version which currently stands at around 4k.
http://i1188.photobucket.com/albums/z412/lewist3D/buoy4k.jpg
Unfortunately, I've hit a bit of snag. I'm familiar with normals maps and baking from a higher poly mesh, but I've not had a lot of practice. Basically, the only detail I need to grab are the bolts and the indention that wraps around the base from the high poly. What's the best way to approach this? Baking the entire object? Should I try to hide all other parts of the mesh but what I want to bake? Should I just bake those details to a plane and just photoshop it?
jackalope
02-14-2011, 10:12 PM
Low poly is looking good tim. Sorry i cant help you with the normal map baking. Maybe someone with more experience knows something?
xXm0RpH3usXx
02-15-2011, 01:25 AM
me neither, but as i had to model 2 bouyes for work just a few weeks ago i know u are missing parts...
those bouyes have some fancy stuffo n top of them to show wther they mark the north/east/west/south side of the danger area they are depicting (does that make sense at all, if not i'll try to get my old references somewhere)
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