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Posted

Lot's of people have a dedicated thread to dump the models they're working on, and I decided to do the same.

I guess it's better this way, instead of having a loosen thread for every props I might do in the future, plus this will probably serve a self motivation for me! :cool:

here's my first piece, nothing major or special, since I'm just getting started on this whole next gen prop modeling stuff, so here we go!

5wgsig.jpg

*Thanks to buddy for the help!

Posted

Inspired by the Pillar Eat3d tutorial, here's my first try at making a decent high poly mesh on a digital sculpting apps.

I used MudBox, and although I'm not completed satisfied with the results I learn't a lot. nevertheless, i guess this will do just fine for the normal map.

2w4mo29.jpg

I'll post more screens as I progress on this prop. :)

Posted

Aye Peris, I tottaly agree... After looking at it now, all I see is a pillar that's been under water for 30 years, and hey, maybe I'll try to recreate that! :D

The tutorial is totally awesome, I bought the Pillar and the Texturing one, and I tell you guys, it's a must for every env artist!

  • 3 weeks later...
Posted

Here it is, finished! :)

It's not perfect, obviously. But I learn't a lot with it! So I'm confident the next ones will be much better.

Enjoy, and please drop me some feedback!

thanks

2agp6qu.jpg

kcky1h.jpg

35ivon6.jpg

Posted

You could put more moss on top of the roof so it makes sense, other than that I really like the diffuse map. Also I would make the normalmap for the wood parts a bit sharper, looks way too blurry for my taste. Good luck with the competition!

  • 2 months later...
Posted

Here's a shitty screengrab of my WIP for STC 27 gameartist.net.

Difuse is done, just gotta make spec and normal.

I'll prolly gonna remove that black plate, as it gives the wall texture quite some contrast, and one tends to note the tile effect on both walls.

4l128g.jpg

Posted

some random thoughts...

- I'd give those vertical trims on the concrete wall a slightly different color, right now the whole wall looks a bit too bland grey imo.

- the numbers rightmost are too strong and look somehow out of place (same goes for your name)

- I'd change the blood on the floor to something like grunge or slime, that would fit better to the drain you've got there I guess.

Now make a nice normalmap ;)

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