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#1 (permalink) |
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Senior Artist
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Old Pillar Prop
Pillar inspired by Eat3D's Tutorial. Modelled in max, 2,200ish Tri's. High res was done in mudbox. All it's got on it right now is 2x 1024 maps, the AO and the normal map.
![]() ![]() I might get Eat3Ds DVD for this.
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#2 (permalink) |
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Game-Artist.net Staff
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It's kinda blobby.
The pillar should probably still be fairly pristine and sharp edged where it isn't damaged, and the border of the break should be pretty hard and defined, whereas just now it looks like it's been melted away with acid or something similar. I'm also curious as to what took that horizontal swipe at the pillar but didn't manage to crack it in two or bring the whole thing down or even manage to damage the rebar or the cable in the path of the strike. |
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#3 (permalink) |
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Game Art Student
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I agree with talon there, i understand it's a learning process but thought should be put into reasons for damage, as well as the look of the damage - think everyone is guilty of just slapping on damage cos it looks cool from time to time, i know i am!
Also i'd be weary of that Eat3D tutorial, if you actually look in Unreal editor at their own damaged pillars and rubble type walls, the topology is all clearly made by an artist and therefore is very efficient. Using polycruncher to make the low poly makes a mesh that can recieve normals really well as the shape is a good representation of the high poly, but it makes a random looking topology that is really hard to unwrap and get equal spacing on the texture map. I've tried this process before myself and i guarantee that unless you spend a long time unwrapping that model, if you apply a detailed texture map to it, you're gonna see some stretching and shrinking of the map because you had to resort to pelt mapping to unwrap it. Id even go as far as to say that its the difficulty and inaccuracy of unwrapping an object with this type of topology that has caused the blurriness in your normals. I really don't want to sound like i'm just poking holes in your work cos im a mean git lol. I think it's a good process to try because it gives you an end result that can look nice and you've learnt stuff along the way. I just don't agree with some of the methods there and think they can open up a lot of problems, perhaps you should try to bake the normals onto a hand made low poly and compare the differences, not only in final look but in tri count, which seems excessive for this piece. Good luck, please dont take these crits as negative and think of me as an ass, im really just trying to help, as most people who crit others work are ![]() |
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#4 (permalink) |
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Senior Artist
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![]() ![]() I think it came out alright? And yeah while i was doing the high poly i was questioning the damage myself, but i just though it looked cool and its only a learning piece so i wanted to add it lots of exposed areas. By the way, I think the unwrap came out alright; ![]()
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#6 (permalink) |
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Game Art Student
![]() 167
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I stand corrected, the unwrap does look very good
well done. I stand by my comments about the use of polycruncher though ( -- hopes Chyph3r doesnt post random quote from industry vet saying how good polycruncher is for making low poly assets -- ) lol |
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