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Posted (edited)

I think its the perspective distorting it (it is a curved staircase after all...) but does the upper half bow downwards a little?

http://i.imgur.com/xIc7WHf.jpg

Started meshing my Unreal Tournament level. Probably prematurely but I will be able to get some glamor shots more quickly. Good exercise.

Edited by Sigma
Posted (edited)

I think its the perspective distorting it (it is a curved staircase after all...) but does the upper half bow downwards a little?

Yes it is, slightly. Almost everything is curved actually... ^^'

Ortho views:

 

http://image.noelshack.com/fichiers/2015/39/1443103424-1.png

http://image.noelshack.com/fichiers/2015/39/1443103424-2.png

http://image.noelshack.com/fichiers/2015/39/1443103423-3.png

 

Edited by leplubodeslapin
Failed links
Posted

Goddamn gorgeous! Polycount/texture size? I need to push myself to make more detailed assets like that!

Thank you very much. Yeah ... well it's a quite expensive but i did my best to reduce this. The thing is that i'm not using a normalmap (because of the lighting issues it brings), so everything is in the geo in order to make nice curved reflections when the texturing will be done.

So, the model is in 3 parts :

So, 20 530 tris in total for the whole stair, it's quite a lot but i think it's worth it. I'm glad with the result i get for now, I still need to work on the collision model and the texturing obviously.

Posted

Thank you very much. Yeah ... well it's a quite expensive but i did my best to reduce this. The thing is that i'm not using a normalmap (because of the lighting issues it brings), so everything is in the geo in order to make nice curved reflections when the texturing will be done.

That's actually not a bad thing as there is a discussion on polycount regarding placing information in a texture map (normals) versus just simply modeling the geometry and adjusting the vertex normals to properly reflect the desired lighting and smoothing outcomes. You might take a look at it here.

Posted

That's actually not a bad thing as there is a discussion on polycount regarding placing information in a texture map (normals) versus just simply modeling the geometry and adjusting the vertex normals to properly reflect the desired lighting and smoothing outcomes. You might take a look at it here.

That's a very interesting subject, especially on Source Engine where you want to avoid using Normalmaps as much as you can :)

I didn't know that you can edit the normals of your vertices, i'm going to find it out how i can do that on blender (i found this, I think that's the good stuff). I used more the method of adding edgeloops, for example on the steps :

1443220822-sans-titre.png1443220840-sans-titre.png1443221125-sans-titre.png


And i use sharp edges to define sort of smoothing groups everywhere, i don't let the software choose for me what should be smooth and what shouldn't :

v7goUF8.gif

 

 

 

 

 

Posted

That's actually not a bad thing as there is a discussion on polycount regarding placing information in a texture map (normals) versus just simply modeling the geometry and adjusting the vertex normals to properly reflect the desired lighting and smoothing outcomes. You might take a look at it here.

Thanks for this. I've always preferred using nice low polies with well adjusted vertex normals. Still makes me wonder if there's is a significant performance impact by using more geo instead of normal maps.

Posted

New here. Technical illustrator by trade. Been messing with fractals for the past year or so. Some results seem suitable for use as maps or backgrounds. I don't really know about game production, so not sure if this type of art is even pertinent. I have several examples I'd like to post. Let me know if I'm posting in the wrong thread. Thanks. JJ

comic.jpg

Posted

New here. Technical illustrator by trade. Been messing with fractals for the past year or so. Some results seem suitable for use as maps or backgrounds. I don't really know about game production, so not sure if this type of art is even pertinent. I have several examples I'd like to post. Let me know if I'm posting in the wrong thread. Thanks. JJ

 

Thought I'd toss another example up in here to see if I can generate any feedback.

root.bmp

Posted (edited)

I think the artwork could be very pertinent Michael as it gives concepts for things such as skyboxes and interesting shapes to utilize in more sci-fi oriented levels. Alternatively I could see some pieces such as what you posted being utilized in other specific contexts. Finally, welcome to the Core!

 

attachment.php?attachmentid=20621&d=1444 attachment.php?attachmentid=20748&d=1444

Began working on roman order of columns for implementation into Unreal Tournament 4. This is an ionic order one. Accents on the capital stone (top) need a lot of work (possibly some masking + zbrush like on Ryse? Only how to do in 3DS Max).  Second image is in-engine.

Edited by Sigma
Posted

Awesome stuff in this thead!

I spent the last couple of days playing around with this low poly lamp for Quake 3. The texture resolution is 1024x1024 in this screenshot but I will cut that in half. 

lamp_1.png

Looks really dark! Perhaps it would be a nicer idea to have such a dark model on a lighter background. The rust and damage look very much the same across the entire thing. There is no real destinction between metal parts apart from the ocassional edge dodging. Perhaps play with the overlays a bit to give it a more unique look. The lamp itself has a nice gradient on it but the values look very washed out / overblown.

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