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created Warhammer Online Modular Hallway
on 06-27-2011 01:17 PM
Last edited by Oiban; 07-14-2011 at 07:01 PM..
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, line,
54 Posts,
Join Date Aug 2010,
Location Toronto, Canada
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looks really cool, look forward to seeing it all put together
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, triangle,
394 Posts,
Join Date Feb 2009,
Location Belfast
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Looks great!
The only thing that I think is a bit of a problem is high poly sculpt details seem to be a bit too subtle to be captured. I think its important to exaggerate details and almost overly define things to get them to read well when baked.
Also dust and sand.
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, Polycount.com Editor,
13,891 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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The HP looks great and the LP are pretty clean bakes, great/consistent looking cracks throughout the stone in your assets, might I ask what your workflow in Zbrush for creating them are?
Autocon: I grade everything in terms of how many Skittles I award to each game. Like uncharted 2 got 184 Skittles. I also award and factor in things like color and taste of the Skittles too making it a very robust and diverse grading system.
Vig: I'll close with, "If you made art half as well as you bitch, we would all be rich."
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, polygon,
628 Posts,
Join Date Mar 2010,
Location Seattle, WA
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Damn good start so far. Nothing to critique so far from me.
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, dedicated polycounter,
1,411 Posts,
Join Date Feb 2010,
Location Champaign, IL USA
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I have one little critique about the skulls, they look great in the high poly, but, I feel like the low poly is letting them down a little, especially at oblique angles, you don't have to but if I had the choice I'd try to add a little more depth to them in the low poly
"All of time and space; everywhere and anywhere; every star that ever was. Where do you want to start?"
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, triangle,
393 Posts,
Join Date Jan 2010,
Location San Francisco
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This is excellent!
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, vertex,
46 Posts,
Join Date Dec 2010,
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Thanks all!
Mark Dygert: Thanks!  Yep I feel the fine details I did in the HP should have been more exaggerated to be captured by the Normal Map, I always fall short a little on the subtle side hehe! My teacher also suggested I need more dust and sand, I was planning on adding this via Decal and painting with the mesh paint tool in UDK. You think I should add them in the texture? I'm concerned about doing detail that's too recognizable when I start instancing the models.What do you think?
Moosey_G Thanks! My workflow for the cracks in zbrush is quite simple, I open the crack with the mallet brush and a round alfa, then I keep "diging" with clay tubes and finally some dam standar at the center of the crack, this creates a layered effect, especially in the big cracks which makes the cracks more believable in my opinion.
LMP I totally agree, It's been bothering me for a while, I think i went too low poly on this one. I'll probably redo some of the meshes with skulls when I have time, right now I have to send the thing to UDK as soon as possible or my teacher will dance over my dead body haha
I'll post more stuff as soon as possible! thanks for all the comments and crits, they're very helpful!
Dan
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, line,
54 Posts,
Join Date Aug 2010,
Location Toronto, Canada
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Loving the detail, baking came out real nice. You might want to add some definition to your low poly skulls so they don't look so flat at certain views. If you do plan on bringing into the UDK, you might want to think of adding sand and small details to really bring out the scene a lot more.
Cant wait to see the final scene!
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, null,
19 Posts,
Join Date Jun 2011,
Location Toronto, Canada
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Exported the assets to UDK, I'm making sure everything snaps perfectly and testing the lightmaps. I can't wait to work on some cool lighting and play with the materials
Hope you like it!

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, line,
54 Posts,
Join Date Aug 2010,
Location Toronto, Canada
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awesome! this will look awesome when you get a sweet material on it! you should make a vertex paint material so that you can use a heightmap to get some sand or something in the cracks and spaces on the floor=) good job
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, triangle,
268 Posts,
Join Date Mar 2009,
Location Malmö-Sweden
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nice! Can you show wires for your skull brazier please?
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, polygon,
512 Posts,
Join Date Jun 2009,
Location San Diego
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Here you have the wire!
Stertman: Yeap! that's the plan I'm going through the 3dmotive tutorial right now :P

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, line,
54 Posts,
Join Date Aug 2010,
Location Toronto, Canada
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Great to see that you added some extra geo on the low poly skulls, now it really pops in certain views. Looking great! cant wait for the final
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, null,
19 Posts,
Join Date Jun 2011,
Location Toronto, Canada
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testing light, let me know what you think about the warm/cold light mixture, I'm trying to decide between this or go for a simpler aproach with a source of light coming from the end of the hallway gradually fading (pretty much what I have in the preview udk images)
Anyway I'm gona try to finish the materials in the coming days and tweack the lighting with the finished materials, i hope having some color in the tetxures helps me decide!
cheers!
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, line,
54 Posts,
Join Date Aug 2010,
Location Toronto, Canada
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love this man!
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, spline,
241 Posts,
Join Date Jul 2006,
Location Bay Area, Brisbane
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wow amazing job!
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, dedicated polycounter,
1,782 Posts,
Join Date Oct 2008,
Location Vancouver, BC
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Great modelling, the concept is really strong and your doing a great job executing it. I almost feel you could bake those skulls out on a flat place for the same result since they have no impact on the silhouette but it doesn't look like it's too expensive anyways. It'd be nice to get some small piles of dirt or broken stones scattered around on the sides of the walkway.
Anyways, really great start.
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, triangle,
301 Posts,
Join Date Apr 2009,
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really nice work, very clean bakes, but i agree with paul needs some dirt, cobwebs, piles of sand etc.. to vary it up a bit - keep at it !
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, spline,
180 Posts,
Join Date Mar 2010,
Location Surrey - UK
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i would stick to the lighting in the concept. much more yellow and more concentrated around the flames. i also would add some dirt and debris on the ground to give the scene a natural feel.
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, line,
70 Posts,
Join Date Feb 2010,
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amazing job!
hope one day i could have something like this
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, null,
9 Posts,
Join Date Jul 2011,
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Thanks!!
paulsvoboda: Yep, I think you're right, I'm planing on adding sand, dust etc with the vertex painting tool (or whatever called) I have to find some free time to finish the 3d motive tutorial hehe
nbac: Thanks, Yep, I'm thinking about that, I like the blueish light there but I'm not buying it yet, maybe if I should try what you suggest. Byt he way I saw your starcraft monster! awesome 
Last edited by Oiban; 07-06-2011 at 10:13 PM..
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, line,
54 Posts,
Join Date Aug 2010,
Location Toronto, Canada
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Quote:
Originally Posted by Oiban
Mark Dygert: Thanks!  Yep I feel the fine details I did in the HP should have been more exaggerated to be captured by the Normal Map, I always fall short a little on the subtle side hehe! My teacher also suggested I need more dust and sand, I was planning on adding this via Decal and painting with the mesh paint tool in UDK. You think I should add them in the texture? I'm concerned about doing detail that's too recognizable when I start instancing the models.What do you think?
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A little sand in places might help but mostly I would have it effect the spec maps (duller/darker) around the ground where the sand would of been ground into dirt and would of sanded the stone down.
Also 3D motives has a great advanced material tutorial for UDK and it covers blending materials, it factors in the height of the normal map when blending, its absolutely fabulous for adding sand and snow in all the right places. Doing it this way you're not limited to adding sand to your diffuse, you're blending two tiles together which makes it much more random and gives you much more control. You can do this type of blending in other apps like max and maya and other engines also.
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, Polycount.com Editor,
13,891 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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Sheesh Are you people reading the advice of others before posting the exact SAME advice over and over ??
** I like it A LOT ! BRAVO on your technical savvy and obvious commitment to hard work and attention to detail.**
Perhaps coming up with a concept purely from scratch and working on THAT could allow for some interesting variations and a sense of uniqueness since I have seen this particular hallway before( although none were done quite as well as this one ). I am VERRY interested in seeing some of your other pieces as I AM SURE an artist of your commitment and ability must have MORE. Maybe a character o a vehicle or something!
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, null,
3 Posts,
Join Date Jul 2011,
Location London Ontario Canada
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Hey thanks guys!
Mark Dygert: The sand is coming :P I left it for last, I want to get the lieghting done before. The 3d motive tutorial is awesome, I'm trying to follow it now, but I have a lot of other projects and I don't seem to get any free time  Thanks for your help!
I', working on the lighting and the material now, I'm having a hard time lighting the scene I don't seem to get the mood that I want and when i do get the mood I lose a lot of detail that I want to show (that's a portfolio project). I'm looking for any sugestions about lighting, ideas etc!
cheers!

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, line,
54 Posts,
Join Date Aug 2010,
Location Toronto, Canada
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