had quite a bit of fun making these low poly door frames, these are my first baby steps into this high poly baking business.
And yes, I know there is a ball sack in there ![]()
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had quite a bit of fun making these low poly door frames, these are my first baby steps into this high poly baking business.
And yes, I know there is a ball sack in there ![]()
[Blocked Image: http://i.imgur.com/7z5bT.jpg]
I really like your frame shapes but maybe your texture should have a lighting pre backed, especially for your door ?
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Hi, I don't quite know if I understand what you mean, it looks like the door is actually mirrored there, however its just my crap texture work ![]()
I ended up using the AO as a template, then gave it some base colours, and over that added the grit and grime.
In my shot, the left side is your actual version and the left side is "my" version with a cheap lighting painted over.
I"m not saying that adding a lighting in any texture is TeH base to work with but it can helps when you have an object wich will always be placed in an unique direction. I find it emphasis some shy details sometimes.
Oh I see it now! Doh, yes you are right it looks much better! Thanks for the tip, I'll give it a go ![]()
Is there a way to do something like this in xNormal or will I have to use Max to render the new AO for the door?
It's not really a AO, but juste a simple "vertical directional light" that you bake in your texture. You can paint it directly in photoshop when it's enough simple (like your door).
In general, gradient can also help to add more interest when you have large flat surface.
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This any better?
Old
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Thanks for your help btw Kikette, most appreciated ![]()
Yeah ! It really looks better =) Maybe you could try to subtly darken the wooden plate of your door, juste the middle part to push in these volumes.
For me, this process is a lot of testing. Sometimes it works, sometimes it's crappy =x Maybe my suggestion will be crappy.
Quote from kiketteYeah ! It really looks better =) Maybe you could try to subtly darken the wooden plate of your door, juste the middle part to push in these volumes.For me, this process is a lot of testing. Sometimes it works, sometimes it's crappy =x Maybe my suggestion will be crappy.
I updated previous post, darkening the middle parts also seemed to enhance it a bit, looks more like a door now compared to before, thanks!
And another corridor in my temple
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Could be too dark on other monitors, I'm afraid mine isn't calibrated very well:
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And some minor progress on that pavillon thingy:
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looks good on mine. good do with a general brighter ambience though and more contrast and use of colors.
(schon in darmstadt?)
Really plaisant ! You have a nice mood in your corridor =D
rogerroger
(Nope, ziehe in den nächsten beiden Wochen Stück für Stück um
)
For someone who want to be a Env Artist, i'm pretty bad in high Poly modeling so I started some weapon and props models. Here the beginning of a famous shotgun ![]()
[Blocked Image: http://www.minerality.fr/images/maps/Weapons/04.jpg]
God High poly modeling is hard ![]()
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3Dnj do you know this tutorial? It's an absolute must see when you start with hp modelling. Really eye opening stuff.
But yea it's not easy. Doing this for like a year now but with every new model ther's at least one shape where i have to think really really hard how to do it. And sometimes have to ask on polycount for advice.
Ha thanks ! This is not the tutorial I'm using but I'll certainly take a look ![]()
Actually it's not far from the end, still looking for the last elements to add (like the holes on the main part)
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Bump ! Some usefull tricks in your link steppen
thanks !
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I did the Low Poly with edited normals. It's about 8000 tris.
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Now UV ![]()
3Dnj, you've inspired me to finish my ufo rifle. It's still early WIP but it's moving ![]()
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