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created Realistic Cigarette In UDK
on 12-20-2011 04:07 AM
Hi guys, this is my first time posting on polycount, this is a little game asset that I am currently working on. The base mesh is modeled in Maya, sculpted with zbrush and texture map and normal map editing are done in photoshop. The shader and final composition are done in unreal. Please feel free to critique and comment.
Thanks!


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, vertex,
33 Posts,
Join Date Dec 2011,
Location Canada
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To be honest, something like this could just be hand painted in Photoshop. It's such a tiny, miniscule asset that doesn't really warrant Zbrush and such a large texture.
Is it part of a larger environment?
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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I agree with PogoP it's so small and so many tris for something so small. Only way I can imgaine doing such detail for something like this is if it were to be used in an important in-game cinematic close-up.
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, triangle,
458 Posts,
Join Date Mar 2009,
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Materials are very well defined; the paper looks like paper, the ash looks like ash, and the foil strip around the filter looks like foil. Tri-count seems fine to me, especially if it's intended for next-gen quality or is to get a lot of camera time (like the one the Illusive Man smokes in Mass Effect 2), although I'd personally only use a 6-sided cylinder maximum for small details like this, and if it wasn't getting much camera time at all 3 or 4 sided would do just fine. The texture is clearly too big for such a small asset but that's not a big deal, you just scale it down.
Also, you can reduce your polycount by changing the topology of planar circles (you can just remove all edges and verts from it, select the face, and hit 'triangulate'),

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, spline,
188 Posts,
Join Date Nov 2011,
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Badass cigarette throw you say?
It's pretty yes, but very wasteful for the objects normal relative size. What are you planning to do with this? or is it just a practise piece?
Its good work at any rate. Try reducing texture and poly size? a simple 3 sided cylinder would suffice for ingame really.
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, polycounter,
855 Posts,
Join Date Mar 2009,
Location Liverpool, UK
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Small is a relative thing
he wanted to make a realistic cigarette and he did a very good job
i like it
dont forget the point here, hes showing his art skills not technical skills
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, polycounter,
1,150 Posts,
Join Date Jul 2005,
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+1 Lonewolf.
size is relative. If this was for a game where you play a Mouse and the cigarette is a torch for a light source while exploring the sewers, it's perfect. regardless of polycount and texture size the materials are well defined and the texture is nice. good job!
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, triangle,
422 Posts,
Join Date Jun 2011,
Location Vancouver, BC
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Personally, I feel like the normal map on the paper is too strong. Cigarettes usually look pretty smooth, where yours is almost corrugated. Of course, I don't smoke, so maybe a smoker can give input. For me, though, I'd say weaken it just a tad.
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, polycounter,
1,102 Posts,
Join Date Dec 2006,
Location Los Angeles
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Yup I agree that its a mighty fine looking cigarette. I like that you added the gold trim at the end of the filter.
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, polygon,
554 Posts,
Join Date Dec 2010,
Location London, Ontario
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Hi guys, thanks for the awesome feedback, this is actually a practice piece that I am working on trying to get my hands dirty with zbrush again. I totally agree with you guys on the texture size and poly count, in the future I will be more careful with the poly count and texture size when working with a tiny asset.
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, vertex,
33 Posts,
Join Date Dec 2011,
Location Canada
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I quit smoking and now I want my cigarettes back.. joke aside, nice texture work, fun and unusual piece of work, I like it!
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, triangle,
254 Posts,
Join Date Apr 2007,
Location Belgium
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+1 to Lonewolf also. Technical 'issues' aside, it displays solid skills and execution. As a side note, reducing an asset such as this is child's play, don't see why peeps are all up in arms about it.
Ciggy it's time for your close-up. Like some stated, it's all relative to its use.
Keep on keeping on Kenn3dy, sorry your first post wasn't so welcoming.
~t
Last edited by lildragn; 12-21-2011 at 06:59 AM..
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, line,
91 Posts,
Join Date Feb 2006,
Location The Matrix
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Seriously, it looks good, and from a technical stand point, the execution and feeling of each material is well done, maybe the ash tip part needs more work as it feel too slimey, but other then that it's good.
RANTON:
I also don't understand why people are up in arms about this piece, I bet if someone from Bioware posted up the Illusive man's ciggy from ME2, everyone would have said how it compliments the character, and how much love given to each detail.
Seriously people, chill out. Not every piece needs to be a female mech-angel with a G-Spot rod.
RANTOFF:
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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, veteran polycounter,
4,501 Posts,
Join Date Apr 2011,
Location Canada
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Quote:
Originally Posted by Ace-Angel
I also don't understand why people are up in arms about this piece
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They're not, 3 out of 12 responses suggested that the tri count was a bit high, and the remaining 9 responses stated that it's a subjective matter and not a big deal. Everything seems perfectly chilled out to me...
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, spline,
188 Posts,
Join Date Nov 2011,
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Nice work, materials read really well. Agree with the tip benefitting from a bit of work on the gloss map though.
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Yeah chill out, I was just being realistic. With our engine at work, we commonly use 256/512 texture maps for entire cliff sections!
As an individual piece it is good. I don't even know what I'm talking about now.
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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This sort of feedback is entirely useless without context.
If this is a show piece that we'll see an upclose of while a character smokes from it - its perfect.
If its something we won't wouldn't get within 5 feet of, then sure it can be optimized.
I say: Good work, now move on to something else you can clearly make game art.
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, Administrator,
8,660 Posts,
Join Date Oct 2004,
Location Toronto, Canada
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Hey guys thanks for all the comment and feed back it really motivates me to work harder thanks again! 
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, vertex,
33 Posts,
Join Date Dec 2011,
Location Canada
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This straight away reminds me of the opening shot of Bioshock.
I'd say for that kind of scene where the cigarette is up close, then this would be perfect.
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, polygon,
551 Posts,
Join Date Nov 2009,
Location Melbourne, Australia
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I also like the gold trim  the burning bit looks lovely too- a hard thing to get right.
If it were to be used in a cut-scene, really close up then yes I think that you can get away with that detail  and then just half or quarter the size for general use.
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, triangle,
272 Posts,
Join Date Nov 2011,
Location London
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Very nice work
I agree about the ash at the tip of the cigarette needing a little work... just a suggestion but to bring some more depth into the ash i would try applying a bump offset to it to really bring it.
Good work 
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, vertex,
46 Posts,
Join Date Jun 2011,
Location London
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really nice materials 
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, spline,
136 Posts,
Join Date Jan 2007,
Location Leamington Spa - UK
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Smokables can definitely be hero props.
(nowadays, cutscenes like these are often done in-engine)
Geospheres rule, regular spheres drool!
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, card carrying polycounter,
2,248 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
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Nice material definition!
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, dedicated polycounter,
1,662 Posts,
Join Date Nov 2010,
Location Southern California
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