PogoP Posted June 22, 2010 Report Posted June 22, 2010 Looks really good Here's a high poly piece I'm working on to work on my subd skills. This is my first high poly model really! Having good fun doing this. Quote
PhilipK Posted June 23, 2010 Report Posted June 23, 2010 Nice stuff Pogo I think you could in general go a bit smoother with the edges tho, just a little bit more. This to ensure yourself it'll actually get baked down to something at least 1px wide in the normal (if you plan to take this to a lowpoly later). Quote
PogoP Posted June 23, 2010 Report Posted June 23, 2010 Yeah you're definitely right PhilipK. At the moment I'm just blocking in basic shapes then I'm going to round the corners off a little more on the more prominent edges where it will be seen. Thanks for the feedback! Quote
Kaz Posted June 24, 2010 Report Posted June 24, 2010 Those cliffs almost look like those big stone faces you'd find in Hawaii if you know what I'm talking about.... Working on my OpenGL project, which I'd like to make into a simple shooter eventually. This week I modeled and have started skinning a shotgun. 298tri with 512x512 diffuse map. Unfortunately I didn't give the part that is closer to the viewer more room on the texture, so it's a tad blurry. I may end up modeling the "ejection port" and re-unwrapping it however. [attachment=0]exact3d_06232010_2.jpg[/attachment] Quote
Leyto Posted June 25, 2010 Report Posted June 25, 2010 Hi all ! Glad to take part in the Mapcore forum This is a jar made for an Elder Scrolls : Oblivion mod called "Barton Isles" http://forum.wiwiland.net/index.php?/topic/44603-wip-barton-isles/page__st__70 (878 polys, diffuse, spec, norm map) Quote
AlexM Posted June 29, 2010 Report Posted June 29, 2010 Those cliffs almost look like those big stone faces you'd find in Hawaii if you know what I'm talking about.... Working on my OpenGL project, which I'd like to make into a simple shooter eventually. This week I modeled and have started skinning a shotgun. 298tri with 512x512 diffuse map. Unfortunately I didn't give the part that is closer to the viewer more room on the texture, so it's a tad blurry. I may end up modeling the "ejection port" and re-unwrapping it however. [attachment=0]exact3d_06232010_2.jpg[/attachment] hey really cool you're working on an engine to go with it! how much time have you put into it so far? Quote
ultradr3mer Posted July 4, 2010 Report Posted July 4, 2010 i made this and since i had really good feedback i decided to post it here. It looks best when stretched over multiple screens, like i did. Quote
ultradr3mer Posted July 6, 2010 Report Posted July 6, 2010 hmm it doesnt really look natural. maybe you can derive somthing from here: http://www.blendercookie.com/2010/06/05 ... rock-face/ Quote
Kaz Posted July 6, 2010 Report Posted July 6, 2010 Those cliffs almost look like those big stone faces you'd find in Hawaii if you know what I'm talking about.... Working on my OpenGL project, which I'd like to make into a simple shooter eventually. This week I modeled and have started skinning a shotgun. 298tri with 512x512 diffuse map. Unfortunately I didn't give the part that is closer to the viewer more room on the texture, so it's a tad blurry. I may end up modeling the "ejection port" and re-unwrapping it however. [attachment=0]exact3d_06232010_2.jpg[/attachment] hey really cool you're working on an engine to go with it! how much time have you put into it so far? Thanks! It's taken me maybe a year and a couple months so far to get where I'm at, there typically isn't alot of time to devote during the school year You can check out one of the earlier versions here, may be extremely buggy! : https://code.google.com/p/exact3d/ Quote
arhurt Posted July 6, 2010 Report Posted July 6, 2010 This is going into Zbrush now. After I define his shape a bit more I can optimize the lowpoly and get rid of useless loops. Quote
Bunglo Posted July 6, 2010 Report Posted July 6, 2010 hmm it doesnt really look natural. maybe you can derive somthing from here: http://www.blendercookie.com/2010/06/05 ... rock-face/ Yeah, I didn't use a reference or anything, I was just following the techniques used in this video: http://saschahenrichs.blogspot.com/2009 ... stone.html Basically I wanted to get a hang of the process used, I'm going to take a stab at serious stone work soon. @arhurt: You can optimize the model a good deal by reducing the amount of loops on the hooves and hands. There also seems to be some loops that aren't doing much, try and see if you can have them add to the model, or you can simply remove them to further reduce the tri-count. Quote
arhurt Posted July 6, 2010 Report Posted July 6, 2010 @arhurt: You can optimize the model a good deal by reducing the amount of loops on the hooves and hands. There also seems to be some loops that aren't doing much, try and see if you can have them add to the model, or you can simply remove them to further reduce the tri-count. Oh no, that's a setup for Zbrushing. I'll work on his bulk and muscles before I create the actual low-poly. I should have mentioned it in the post! Quote
arhurt Posted July 6, 2010 Report Posted July 6, 2010 In that case, disregard my previous post It's good advice, and a mistake I make all too often myself. Here's the result of the first Zbrush pass: http://i635.photobucket.com/albums/uu75 ... lpt002.jpg http://i635.photobucket.com/albums/uu75 ... lpt003.jpg http://i635.photobucket.com/albums/uu75 ... lpt004.jpg http://i635.photobucket.com/albums/uu75 ... lpt005.jpg And of note, here's the basic model I made in Max and then got into Zbrush to make the basic shapes. I find it's much easier to work in this manner than being really precise with the basemesh early on. The result of importing it back in max is this one: Quote
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