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#11 (permalink) |
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Administrator
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Two things jumped out, the cap at the end (you can do that if you want but it seems a bit odd
) and what looks like the blobby bits when you weld two pieces of metal together where the struts connect to the body. They look a bit ouf ot place and too... blobby. Also, the bolts look like they've been scaled in one axis so they are too tall. The struts are really the only thing that is letting this down, they look less polished than the rest, which looks great. |
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#12 (permalink) |
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Forum Leader
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Made some revisions to the high-res. Didn't have as much time to work as I like, but I feel I got a pretty good result.
![]() I kept my details within areas that were easy to block out, and I'm confident that I will get some good results with the bake. I started my low-res, but didn't get very far (need sleep!). That part shouldn't take me long, tho. ![]() I'll see if I can get the low-res, the UVs, and some material tests done tomorrow. It's going to be tough, but I have a pretty good understanding of this part of the pipeline. It's texturing that troubles me. C&C are welcome, as always! ![]()
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My Portfolio Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
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#14 (permalink) | |
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Forum Leader
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Quote:
I think i'll reduce it by about 40% or so (to a diameter of 5 or 6 inches in real life). Thanks for pointing it out. I'm really kicking myself for not getting into this forum stuff earlier. It is nice to have trained eyes to voluntarily help me see what I can't ![]()
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My Portfolio Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
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#15 (permalink) |
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Forum Leader
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Quick update with the bolt size problem addressed. I scaled many of the bolts down to fit the desired scale of the turbine. I think I have it the right size now.
![]() By Polygoblin
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My Portfolio Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
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#16 (permalink) |
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Forum Leader
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Almost have the low-poly done. have some details still to address, but I'm moving along smoothly. Hopefully I can get enough done tmrw so I can spend 3 or 4 days working the textures.
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My Portfolio Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
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#19 (permalink) |
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Forum Leader
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I've got the geometry to handle the normal map, and I've managed to stay under budget so far. I'm sitting at 2561 tris. I want to use as much of the budget as possible, but I feel that I can accomplish what I want with what I have. Above all, I don't want to just start dropping in more edge loops just to be closer to the limit.
![]() If nothing else is noted, I plan to just work the silhouette as much as possible with the remaining budget. I mind as well use them where it counts. I assume there is no difference between being under the limit by 1 tri, or 500 tris (when judging). For now, I am going to work some test bakes, collect texture reference, and brush up on the UT editor (I'm familiar with character packages, but not static mesh packages). A nice refresher, and I should be able to shake the rust off. Been a while since I did level work in UT3.
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My Portfolio Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
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#20 (permalink) |
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Frequenter
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add some tubes running from the lower righthand side box, or add more details like hatches etc in the normal. could also add more geometry linking the jet and the bolt fastenings to the main frame (bolts etc)
below the pipes you got some mesh on the highpoly that would be better done with some mesh on the low poly too etc etc. |
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