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Working on this for an art test. This is the highpoly blockout before I take it into zBrush for sculpting.
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Working on this for an art test. This is the highpoly blockout before I take it into zBrush for sculpting.
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This is the high poly sculpt. I am not certain how I feel about it. Given this was my first time doing a sculpt in zBrush, I don't think it turned out bad. But - I don't know that it turned out well either.
it turned out well
show us some bakes!
Trying our Substance Painter for the first time, made a lo poly car:
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Also more importantly, I put together a Source engine shader for Painter, you can get it here http://gortnar.com/vmt/painter.7z
Quote from Vorontsov16 minutes ago, Vorontsov said: [Blocked Image: https://cdna2.artstation.com/p/assets/images/images/004/272/694/large/gregori-vorontsov-1.jpg?1481900239]
Took a look at this (and gave you an artstation follow). Depending on where you place this, check out the armpit area. Looks like the baking or a texture didn't go very well there, but it can be fixed easily I think. Also, are the legs supposed to be that block like from the elbow/knee joints down towards the feet? I'm certain your reference makes it appear that way - I would suggest you stylize those areas (increase the length of the back feet some, decrease the length of the feet on the front legs, and also pinch the underarm of the front legs some so that it appears to be sculpted fur rather than a block).
Last prop I posted was kind of underwhelming to showcase, so here we go again.
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As always here is the artstation link which has a live marmoset view & way more images.
More models for de_rooftop....Feels like this never ends.
Rainbow plastic bins!
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Also rainbow spray paint cans!
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Boring utility box...
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Cool graffiti utility box.
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just keep swimming, just keep swimming.
Quote from Thewhaleman5 hours ago, Thewhaleman said: Also rainbow spray paint cans!
If the spray paint cans are supposed to have been used, make it so the paint has dripped down the can a bit.
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Trying to make this hedge look right. Not exactly feeling it right now. Any ideas? More contrast? It's possible to adjust individual material hdr in lights.rad right? Haven't figured that out yet. 2250 tri's atm.
those leaves aren't very convincing, looks like it's made of origami + you should probably use more alpha planes to give it a more "bushy"(lol) silhouette
2250 tris seem a bit too much for such a simple shape though.
@tomm thanks for the crit. I duplicated the main rectangle, shrunk it and gave the outer one a slightly brighter texture with some alpha. This helped with depth. Regarding tri's, see the solid below, I'd love tips on cheaper techniques. I made the leaves in substance, I'll try my best to improve them.
I think the gradient on the leaves is a little too uniform, which makes them look flat. Try to have the gradients move from the edge to the stem in the middle (also varied per leaf-segment) rather than from one end of the leaf to the other.
Re: Polycount, could you turn the leaf faces in to tris? I'm assuming they're non-solid, so you can have them protruding a way out from the main model in order to get enough space on each poly. If you do stick with quads you could also bend them along the middle edge to give the leaves some shape?
You could also move a lot of the sticky-out-faces to the edges of the bush as this is where they will be most effective.
I'd only use a single rectangle with a flat diffuse, it doesn't make much of a difference with the additional one, only adds up geo.
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Quote from text_fish29 minutes ago, text_fish said: I think the gradient on the leaves is a little too uniform, which makes them look flat. Try to have the gradients move from the edge to the stem in the middle (also varied per leaf-segment) rather than from one end of the leaf to the other.
Re: Polycount, could you turn the leaf faces in to tris? I'm assuming they're non-solid, so you can have them protruding a way out from the main model in order to get enough space on each poly. If you do stick with quads you could also bend them along the middle edge to give the leaves some shape?
You could also move a lot of the sticky-out-faces to the edges of the bush as this is where they will be most effective.
Good call. The horizontal gradient is subtle but does good. OLD vs NEW:
I'll see what else I can do to improve the leaves.
I was able to make the separate branches into tri's like you suggested, that chopped off 700 tri's (!)
Quote from tomm21 minutes ago, tomm said: I'd only use a single rectangle with a flat diffuse, it doesn't make much of a difference with the additional one, only adds up geo.
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Yeah I based the hedge off this technique. Don't think I agree that it makes no difference with an additional rectangle though. The outer one has a separate texture with a different seed and transparency, the inner is darker and has no transparency so that the player can't see through the hedge (important on this case). The difference in depth was great and the cost is negligible.
why not brighten up the alpha planes and use a single darkened rectangle behind? the thing is you're duplicating the entire mesh with little to no gain.
but what do I know, I'm no foliage expert ![]()
Quote from tomm51 minutes ago, tomm said: why not brighten up the alpha planes and use a single darkened rectangle behind? the thing is you're duplicating the entire mesh with little to no gain.
but what do I know, I'm no foliage expert
No no, not the entire mesh, only about 100 tri's
the outer layer casts shadows and adds depth to the inner layer. This is my first attempt at making foliage so I'm no expert either, just trying to figure out what the pro's are doing.
Currently weighting in at exactly 1000 tri's (wut). I added a simple plane "ridge" along the top so that it would'nt look so straight and unnatural. I think it helped some.
@grapen: I havn't done foliage, so take this with a grain of salt. But my opinion is that by creating hedges the way you have done, it still looks very unnatural because the sporadic foliage that does stick out is still too uniform in both shape and size. I think you could probably achieve a better outcome using multiple planes with transparency settings and rotating them to more-or-less fit your desired shape (but not perfectly to suggest it was cut by hand without perfect measurement). You could still use an interior plane to prevent transparency from going all the way through. The other thing I think may be inhibiting your hedge is the size of the leaves themselves. For a hedge, those are some huge leaves I think. Just my $ 0.02 on this one. Maybe yours will look better when paired with other hedges and I'm just full of it.
Quote from Sigma1 hour ago, Sigma said: @grapen: I havn't done foliage, so take this with a grain of salt. But my opinion is that by creating hedges the way you have done, it still looks very unnatural because the sporadic foliage that does stick out is still too uniform in both shape and size. I think you could probably achieve a better outcome using multiple planes with transparency settings and rotating them to more-or-less fit your desired shape (but not perfectly to suggest it was cut by hand without perfect measurement). You could still use an interior plane to prevent transparency from going all the way through. The other thing I think may be inhibiting your hedge is the size of the leaves themselves. For a hedge, those are some huge leaves I think. Just my $ 0.02 on this one. Maybe yours will look better when paired with other hedges and I'm just full of it.
Thanks for the input! I agree that it's not the greatest I've seen, but I think it'll have to do for now as I'm strapped for time and have so many other props to make. I'll consider your technique if I ever redo the model or make more foliage! Here's an environment shot for scale, I think the leaf size works, I've seen all kinds of sizes out there on Google ![]()
EDIT:
Here's a comparison with Valve's hedge that I think utlize the technique you mention, but seems to suffer from its own problems ![]()
Some new props for a future csgo map (wip) ![]()
Nothing special...just part of study.
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