Froyok Posted January 3, 2012 Report Posted January 3, 2012 The base step is done, time to add some details and effects ! 'Took me some time to fix all the baking problems. The "mask" is not done at all, just a quick polypaint baked. Quote
GregBoffins Posted January 5, 2012 Report Posted January 5, 2012 That gave me some wood right there Quote
The Vulture Posted January 9, 2012 Report Posted January 9, 2012 Here's a 3 day panic job I did for an assignment in school. We had to come up with a motive ourselves, and I couldn't think of anything until 3 days ago, so I had to rush it (being a Maya beginner, these things take time for me). I'm pretty pleased with result despite everything being fairly low detail. Rendered with Mental Ray, retouched with Photoshop. (It's a hotel hallway for those who can't tell!). Again I'm still learning so don't be too hard on me. But I would say (and hope) it's better than the barrel I showed last time! Quote
AtsEst Posted January 9, 2012 Report Posted January 9, 2012 Not too shabby, but some thoughts that came into my head: The bump maps are generally too big, and strong, especially noticable on the walls. Almost the same on the floor and a bit on the ceiling. Also the floor would really benefit from a specular map. Some more glow to the light sources, at first I didn't realise where the light was goming from(also I see shadows under them). Lightig would do with a bit of tinkering. Do the plants have pots? Less specular on the rug(also is there an intended crease in the foreground? If so then good thinking, would like to seee it spread across the scene, but i guess it comes down to the lack of time ). Quote
The Vulture Posted January 9, 2012 Report Posted January 9, 2012 Not too shabby, but some thoughts that came into my head: The bump maps are generally too big, and strong, especially noticable on the walls. Almost the same on the floor and a bit on the ceiling. Also the floor would really benefit from a specular map. Some more glow to the light sources, at first I didn't realise where the light was goming from(also I see shadows under them). Lightig would do with a bit of tinkering. Do the plants have pots? Less specular on the rug(also is there an intended crease in the foreground? If so then good thinking, would like to seee it spread across the scene, but i guess it comes down to the lack of time ). - I agree, the bump maps turned out too strong, but it had to do. Took 3-4 hours to render and the assignment was due this morning. - The floor does have a spec map, but generally wood doesn't show that much specular highlights in such a poorly lit room. But yeah you are right, some more specularity would look nice. - I absolutely agree on this one, it's solely down to my lack of skill. I struggled at lot with getting the right glow off the lamps but ended up failing. - The plants do not have pots lol, just a lack of time thing. - Yeah it's an intended crease. I did have several but for some reason they screwed up the textures so I removed them and just used one. Probably could've solved it if I put some more time into it. Thanks you so much for great feedback man! Quote
chiniara Posted January 12, 2012 Report Posted January 12, 2012 Hi, im new here and i'm trying to become a environment artist. I made this wall to learn normal map baking, texturing and modularity, i'll try to make a scene later. Quote
Froyok Posted January 15, 2012 Report Posted January 15, 2012 I started to do some animations, not an easy task ! By the way, you can see now the size of this colossus, the player is the little dot on the blank floor. I need now to do some programming stuff for climbing the colossus. Quote
RedYager Posted January 15, 2012 Report Posted January 15, 2012 Looking nice Chiniara. The colossus is also looking badass Froyok, can't wait to see it in motion. Quote
chiniara Posted January 16, 2012 Report Posted January 16, 2012 Made another one. Next i`ll make some floors and ceilings with this pattern. Quote
The Horse Strangler Posted January 22, 2012 Report Posted January 22, 2012 Soooo Bunglo, looking at the reference you've posted, this is the same mesh (different chunks removed tho) and the damage faces got some damage texture applied to it ? Basically, I've created three modules so far within max. I have max's grid and snap system setup to match that of CE3's so I know that as long as my ending verts are on a grid line, it'll snap with the other meshes in the editor. You can see in the screen below what I mean. When it comes time to create the damaged modules, I'll simply cut out areas of the existing modules, bridge the edges to close the open holes, and change the material ids of the newly created faces to the id that corresponds with the damaged texture. I can place the removed chunks on the ground as well so the damaged pieces match up with the damaged arches. Simple. On the archs front faces, you should take the verts and weld them to the corners. You'll save some polies like that. Quote
Bunglo Posted January 22, 2012 Report Posted January 22, 2012 These were just my block out meshes, no care was taken in regard to vert count etc Quote
knj Posted January 24, 2012 Report Posted January 24, 2012 do i remember you from max3d community ? Quote
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