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#21 (permalink) | |
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Game Art Student
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| The Following User Says Thank You to kaze369 For This Useful Post: |
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#22 (permalink) |
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Freelancer
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Sover: Very nice idea with the ice environment. It feels like some areas are a bit too repetetive, and some areas (like the railing) rather flat and could use some more detail to define what type of material there's under the snow. Gj nevertheless!
![]() Schmung: I really love the stone tiles you got there, they don't quite match with the stairs edges however. There's also the surrounding rock texture however, it's a bit lowres in order to hold so much detail your texture contains, and then it clearly shows that it's lowres. While the pillars could've used some more details instead. Finally, the whole texture feels just a little bit too brown, but still, I love it ![]() __________________ Now, here's my submission for the weeks STC: First off, I got to say, that this one was actually harder than I thought. And I weren't happy with it at all.. but once my time ran out and I spent some time tweaking the lighting it turned out a little better atleast.. but still, not quite there yet ![]() It was a lot of fun though, and I think I'm most likely going to continue to work on this one a bit further, adding some more props, tweaking and actually finishing the texture and so on. ![]() I probobly shouldn't have spent those 20 mins in ZBrush if I wanted to win this challenge, but I found it to be rather rewarding, so I don't regret it, really. As for how I made it. I started off bringing the model into ZBrush and sculpted out some rockdetail etc. Exported the normal and a cavity map. (Tweaked the normalmap a lot through the whole process of texturing) Then I started to download some images off CGtextures which I used to set out as base-materials for all different parts of the stone. Added in details and stuff I wanted to, but didn't have that much time so was a bit rushed, and didn't add as much in as I'd have hoped to. Then time starting running short, and I dopn't quite remember what I did in the last part other than rushing everything as much as possible and filling my psd with layers and effects until it started to lag a bit (I was on a 2048x2048 afterall ) which really didn't help. And I finished off the texture while rendering a fast sloppy AO that I just threw on there, tweaked the colours a tad with the time I had left, and then it was up.Well then, just want to add that everyone's been doing a great job on these.. at first I did indeed think they looked good, but now that I found out myself that it was more challenging to texture than I thought, I'm even more impressed ![]() Cheers!
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 09-02-2009 at 03:12 PM. |
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#26 (permalink) | |
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Game Art Student
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#27 (permalink) |
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Freelancer
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kaze: If you want to make another entry, then by all means!
![]() Note however that you're allowed to change your presentation until the competitions deadline. The lighting and presentation etc. is -not- included in the time-limit ![]() Cheers!
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#28 (permalink) |
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Amateur Artist
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Whoops, I forgot to include my name and time in the image. Will do that now
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Environment artist - Portfolio |
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#29 (permalink) |
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New Member
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the basic files are not very compatible to zbrush. so i made this little pack which contains the sub divided an UV grouped obj/max7 file and a zbrush tool file.
![]() Download: http://586.site50.net/ftp/personal/B0T/shiz/STC_34_Altar_Zbrush_ready.rar Last edited by B0T; 10-02-2009 at 04:37 AM. |
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#30 (permalink) |
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Freelancer
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Really now, the mesh works just fine as is in ZBrush, I didn't use any UV-groups myself, I sculpted it out, and never edned up with a single hole in the mesh, really, I could've just exported it to max and baked the normals and AO that way, and i'd still have gotten a good result as it matched the lowpoly just fine
![]() The reason you end up with those holes in the mesh is because you just smooth the whole model out when subdividing it. For the first, let's say, 5-6 iterations you shouldn't let it smooth the model, let it preserve the hard edges, this will also cause the UV's to be more accurate when baking. And once you've done that, go into the lower subdiv's and work your way up, smoothing out the hard unwatned edges, and voila, you're done ![]() I'm at school now, so I cant show you, but I'll throw up a shot of my sculpt later ![]() Cheers!
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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