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#1 (permalink) |
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New Member
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Osiris WIP Thread
Current Polycount - 1264
Max Polycount - 1500 Texture Size - 1024x1024 Where are you looking to receive criticism - Anything. Speak your mind. More Info - I work all day long on a new and upcoming painted realism, UE3 driven, 3d shooter game. This thread stems from a need in me to get a mental break from the hyper realism. I'm very much inspired by Team Fortress 2. It actually shows in all of my artwork. I've always used big brush strokes. This tower is rather tall and I used the polycount and texture restrictions that we have to use on our models at work. Diffuse Only. About 3 hours solid work. What's next? Normal map and spec! Woohhhhh~ _________________________________________________ ![]() ![]() Last edited by Osiris; 05-02-2008 at 12:28 AM. |
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#2 (permalink) |
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Amateur Artist
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I think the silhouette is excellent, I have a few issues with the model though, the wood beams across the main posts.. some of them fall short of the other side, in which case I'm not sure why they're able to hold at 45degree angles without falling in line with the main beams under the effect of gravity. Also, a few more scratches on the red paint might add to the texture. Maybe even knock the texture down to 512* to see how much detail you lose.
Whats next? are you creating a scene with these style of objects in it? |
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#3 (permalink) |
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Senior Member
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I like the style alot. It comes across quite well to me as a stylised model/texture. Yet the textures still have a good amount of realism to them.
My only crit would be the red paint on the large part of the water tower. It looks very photoshopped, might be worth a try to get it looking like a brush ran over it. Also breakin up the random blotches to match the writing will make them fit a bit more. Finish this up yo! Good stuff so far ![]()
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#5 (permalink) |
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New Member
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Addi: Thanks! We really stress the silhouettes of models at my current job. It has been one of the best things I've learned here. As for the beams, I think you mean the broke ones? I'll make them affected by gravity more on the next version. Thanks
I think 512 would be too low, but I'll check to see. What's next? I'm actually creating a small scene of things. Hopefully I'll get more out of my head over this next month.retardedmonkey: Thanks. I agree about the red paint. Thanks for pointing it out. It'll be finished! Thanks for the crit. madmenno: Making them single planes would give them zero silhouette from certain angles. I dont think the polygons saved would offset the loss in silhouette. With that being said... I do however agree that they are too thick. Thanks for pointing that out! Hopefully more work tomorrow night ![]() |
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#6 (permalink) |
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New Member
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Current Polycount - 1830
Max Polycount - 2k Texture Size - 512x512 Where are you looking to receive criticism - Anything. Speak your mind. More Info - Decided to get some BLU going. Started as a 1024 and decided to go about things differently. I'm aiming for a 512 in the end. 1 alpha at 256x512 which I'll probably size down to about 128x256. Doesnt need that much. Havent really decided what to do with the gray areas. So they are solid colors right now. What's next? Red water tower normal, spec, and touchups. _________________________________________________ ![]() Last edited by Osiris; 05-02-2008 at 01:20 AM. |
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#7 (permalink) |
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New Member
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Update: Added some cracks in the thick red paint. Made the metal thinner. Did normal map first pass. Specular pass as well. Added in some geometery at the top where the roof area meets. Took off one metal sheet. These are Screens from Unreal engine.
I notice the metal piece that is intersecting the wood. I'm on it! ![]() |
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#8 (permalink) |
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loves polygons
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The tower looks a lot better. I think you need to work some more on the texture for the windmill. The tiles are too big... I would think of another way to texture it... it might not work well as it is right now. Some more work on the model would be good to. The tower is cute and has a lot of personality while the windmill is rigid and boring. You need to make it more interesting.
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http://www.andrei313.com |
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#9 (permalink) |
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New Member
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Scraping the blu asset until I get more ideas about texturing it. Until then... I have some more progress. During this asset I really wanted to try a higher res model with some super low res texturing. I wanted to practice using massive repeating textures. Hopefully the source engine will take care of the bake. I know I can get it to work in Unreal.. (2 uv sets)...but we'll see! Here are a few screen grabs and about 7 hours worth of work I have some modeling left to do and some more texturing. It is about 3800 polygons right now, but thats because of a ton of splits at the top where I was cutting out bricks.
Reference Idea: ![]() The Goods: ![]() The Fun: ![]() |
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