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Environment Art - Chinese Pagoda with dragon

  • Lee3dee
  • November 11, 2005 at 8:43 PM
  • Lee3dee
    • November 11, 2005 at 8:43 PM
    • #1

    Working on a 12 day challenge over at Polycount.com. Started on Nov 8th - ends Nov 20th.

    Requirements:

    1024 triangles

    512x512 texture map

    512x512 spec map

    512x512 transparency map

    My model clocks in at 1020 triangles, currently UV unwrapping at the moment.

    [Blocked Image: http://art.lee3dee.com/art/challenge/polycount20/pagoda_01.jpg]

    [Blocked Image: http://art.lee3dee.com/art/challenge/polycount20/pagoda_02.jpg]

    Lee

  • Minos
    • November 11, 2005 at 10:41 PM
    • #2

    Post some renders

  • Kamikazi!
    • November 11, 2005 at 11:52 PM
    • #3
    Quote from Minotauro

    Post some renders

    I think he mentioned the minor detail that he is just now unwrapping the model.

  • von*ferret
    • November 12, 2005 at 1:44 AM
    • #4

    you can render things flat shaded last time I checked.

  • General Vivi
    • November 12, 2005 at 7:29 AM
    • #5

    wow very nice and inovative

  • Minos
    • November 12, 2005 at 7:48 AM
    • #6

    uh, you don't need to texture a model to do a simple render. People do it all the time.

  • von*ferret
    • November 12, 2005 at 7:58 AM
    • #7

    ew maya

  • hessi
    • November 12, 2005 at 10:14 AM
    • #8

    maya is da pwn

    http://home.arcor.de/der_hessliche/tuto ... rkflow.pdf

    a new tutorial that i have written yesterday. it's on "how to setup maya to work with hl2"

  • Hourences
    • November 12, 2005 at 12:47 PM
    • #9

    Rendering such model might make it hard to see what you look at due to the lack of wireframe on top of the faces so his printscreens are fine

    Is there a polylimit ? Some things are quite low poly like the pillars and those cube things at the bottom of the pillars, they look real basic and thick. And maybe you could add a little fence around the thing.

    And the triangulation of the base platform is wrong.

  • D3ads
    • November 12, 2005 at 1:17 PM
    • #10

    Looks like a good start.

  • Zacker
    • November 12, 2005 at 4:55 PM
    • #11
    Quote from Hourences

    Is there a polylimit ?

    Yep, 1024.

  • Lee3dee
    • November 14, 2005 at 8:56 PM
    • #12

    about 80% done texturing the pagoda. A few tweaks, then moving onto the dragon.

    [Blocked Image: http://art.lee3dee.com/art/challenge/polycount20/pogoda_03.jpg]

    [Blocked Image: http://art.lee3dee.com/art/challenge/polycount20/pagoda_map01.jpg]

  • von*ferret
    • November 14, 2005 at 10:55 PM
    • #13

    your texturings kinda stands out. No real consistent color scheme. No blending like I find a lot of envioronments do naturaly. This is most apparent in your base and stone walls. The stairs kinda merge with the base, and than the base doesn't merge at all with the stone walls. maybe add a trim of that brownish color ontop of the bluish stone to make it more consistent?

  • KoKo5oVaR
    • November 14, 2005 at 11:35 PM
    • #14

    The roof looks good to me, but indeed, i think you should try to remake the texture of the base, it's too "empty", it needs way more details to not just looks like a generic texture.

  • General Vivi
    • November 14, 2005 at 11:37 PM
    • #15

    its decent for a very low poly model . i love that your doing this . its very cewls

  • Grinwhrl
    • November 15, 2005 at 3:16 AM
    • #16

    pretty sweet. I like the dragon on top, cant wait to see it added with its skin.

  • Lee3dee
    • November 15, 2005 at 6:43 PM
    • #17

    currently in UV mapping hell! LOL. The spec map will really bring out the dragon scales and other areas.

    [Blocked Image: http://art.lee3dee.com/art/challenge/polycount20/pogoda_04.jpg]

    touched up the pagoda some more, adding dirt around the bottom of the pillars.

  • von*ferret
    • November 15, 2005 at 6:44 PM
    • #18

    uber red marks on those scales

  • johnm487
    • November 15, 2005 at 7:21 PM
    • #19

    I dont know if this has anything to do with you being in UV mapping hell, but the scales are going in two directions. try and get them going in one direction going down the tail/body.

    [Blocked Image: http://kaweahoaks.com/html/bluebelly_scales.jpg]

  • Lee3dee
    • November 15, 2005 at 7:23 PM
    • #20

    doh! thanks for seeing that . better to fix that now, than laters.

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