|
Great stuff! I learned a lot from reading this post. Good job!
|
, null,
11 Posts,
Join Date Aug 2011,
Location Atlanta via Seattle
|
Outstanding, that is just fantastic. Keep it up.
|
, vertex,
27 Posts,
Join Date Sep 2011,
Location Pomona, CA
|
It's awesome! Really kicking ass 
|
, null,
22 Posts,
Join Date Sep 2011,
|
Inspiration at its best, awesome work man. Thanks for the breakdown on your workflow
Quick question: For the pillar breakdown, how did u go from 1-B to 1-C? It looks like you used boolean but kept the topology clean. I always have trouble modeling in a dip/hole on a complex hard surface model.
|
, null,
22 Posts,
Join Date Jul 2011,
Location Los Angeles
|
This is such an interesting work flow, I usually am not a huge fan of having to retopo. It would be great to see a video on this workflow! Great work.
|
, triangle,
283 Posts,
Join Date Mar 2009,
Location Chicago, IL
|
This piece looks absolutely wonderful!
You have managed to create 3D assets that look like a matte-painting. I look forward to your next piece (considering this was a while ago, I've probably just yet to find it :P)
Quote:
Originally Posted by Sithis324
Inspiration at its best, awesome work man. Thanks for the breakdown on your workflow
Quick question: For the pillar breakdown, how did u go from 1-B to 1-C? It looks like you used boolean but kept the topology clean. I always have trouble modeling in a dip/hole on a complex hard surface model.
|
He used ProBoolean rather than bog-standard Boolean. While not entirely perfect, it is worlds better for clean topology.
|
, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
|
Thanks guys! SirCalalot is correct that ProBoolean is much cleaner for creating subtractions. I would like to add to that, to keep your geometry super clean, keep it on the grid! If you look at my subtraction mesh and my base mesh, you will notice that the topology is already very similar. That means that it is minimal work to clean that up after I do my Boolean operations.
|
, vertex,
48 Posts,
Join Date May 2010,
Location Newport Beach, CA
|
very cool art
|
, spline,
192 Posts,
Join Date Nov 2011,
|
That atmosphere is sweet! Really dig it.
|
, spline,
205 Posts,
Join Date Dec 2011,
|
Just thought I'd let you know,Darkrusader, that I'm using a similar workflow inspired by your floor bricks.
I'm creating a cluster of floorboards for a scene I'm working on that can be slotted together and flipped just like your floor in this.
Thanks again for posting 
|
, polycounter,
859 Posts,
Join Date Nov 2011,
Location Birmingham, UK
|
I love the final UDK scene. Very loyal to the original Concept.
Only thing I noticed that I would personally change are the massive stones on the floor. If you have a look at the steps on the stairs, they are quite small, as for a normal human foot. But when you look at the floor, it seems that a normal human being would fall in between those massive spaces between the stones! I would scale it down a bit. Other than that, I like it a lot ;-) Good job!
|
, null,
1 Posts,
Join Date Jan 2012,
|
Even tho i love the lantern. It looks a bit out of place.
I think your scene should be lit by regular fire.
|
, null,
2 Posts,
Join Date Apr 2012,
Location Perth, WA
|
Man....I wish I could understand how to get this level of quality with the textures in UDK. When I see a stage like this it just makes me remember that I really need to work on my materials. Great job.
"Nothing is either good or bad but thinking makes it so"- William Shakespeare
|
, null,
17 Posts,
Join Date May 2012,
Location New York, NY
|
wow, great job.
|
|
Awesome work! Thanks for posting those breakdowns as well!
|
, null,
2 Posts,
Join Date Oct 2012,
|
Amazing!
Are you a professional Artist?
You sure work in the Game Industry, or?
|
, line,
83 Posts,
Join Date Dec 2011,
|
Quote:
Originally Posted by Darkrusader
|
Fantastic article!
I tried the specular previewing trick in photoshop but i can't seem to get it working thou. I put all the layers exactly like that ,but once i move the white spots ,nothing happens.. any clues anyone?
|
, spline,
234 Posts,
Join Date Oct 2011,
Location Espoo, Finland
|
thanks for your tutorial. that is very wonderful!
|
, null,
2 Posts,
Join Date Nov 2012,
Location Korea
|
Amazing work dude!!!!!
CryShade-GameWorks
|
, line,
89 Posts,
Join Date Jan 2013,
Location Norway
|
EPIC
CryShade-GameWorks
|
, line,
89 Posts,
Join Date Jan 2013,
Location Norway
|
Amazing work and final look. Interesting to see your approach to all the parts especially using decimation master as the sole creation point for you lowpoly meshes.
|
, null,
4 Posts,
Join Date Feb 2013,
Location Vermont, USA
|
just wow
|
, null,
4 Posts,
Join Date Feb 2013,
|
well done sir
|
, polycounter,
1,050 Posts,
Join Date May 2008,
|
nice work
|
, null,
16 Posts,
Join Date Mar 2013,
|
Amazing work, and congrats like you short tut on modelling floors,
|
, spline,
108 Posts,
Join Date Dec 2012,
Location FBiH
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Copyright 1998-2012 A. Risch
|