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Posted

Thanks HP!

My workflow was as follows, I'm just doing what feels natural to me now that I'm getting my head round modelling, sculpting and texturing.

-base mesh in max for each plank of wood, equal quads across the entire mesh. These planks were all assembled in the shape of the chest.

-subdivide in mudbox with smoothing turned off, then with smoothing on to slightly round the corners.

-scraped the edges to give it a worn look.

-used a stencil to rough out the wood look for the normal map and ao map.

-exported a lower subd version of the sculpt back into max (high enough to keep detail but low enough to not break max!)

-optimized the mesh to make it easier to work with.

-built the low poly up around the high poly planks.

-unwrap!

-textured in photoshop using xnormal for cavity/ao/normal maps.

-rendered with xoliul's shader.

Posted

It looks great but it seems like a huge amount of work for a simple prop. I dunno how much time people in the industry people usually have to make such a prop but I believe that with proper planning you could achieve the same result by trying to predict the final uv layout, model the HP on a 1x1 area, project the normals and AO to a plane and then mapping it on a simple mesh afterwards. Kind of what PhilipK does here. Not sure if that makes sense, I'm kinda slow today.

Of course that is only valid for simple shapes like this barrel and if you are in a hurry :)

Posted

The workflow for the barrel was a lot more simple really, it only took a few hours from start to finish. I modelled 2 or 3 high poly planks and sculpted those and then copied them round the entire mesh, really simple to do.

I have tried that method you spoke about mino, I found it a little awkward to work with the UVs stretching, but I will give it another go

Btw thanks guys, you've really helped me better myself over the years - I'm finally feeling close to industry standard!

Posted

Thanks HP!

My workflow was as follows, I'm just doing what feels natural to me now that I'm getting my head round modelling, sculpting and texturing.

-base mesh in max for each plank of wood, equal quads across the entire mesh. These planks were all assembled in the shape of the chest.

-subdivide in mudbox with smoothing turned off, then with smoothing on to slightly round the corners.

-scraped the edges to give it a worn look.

-used a stencil to rough out the wood look for the normal map and ao map.

-exported a lower subd version of the sculpt back into max (high enough to keep detail but low enough to not break max!)

-optimized the mesh to make it easier to work with.

-built the low poly up around the high poly planks.

-unwrap!

-textured in photoshop using xnormal for cavity/ao/normal maps.

-rendered with xoliul's shader.

wow my work flow is really getting old it seams

here is what i like to do:

- paint myself a beautiful texture of something ( or modify a photo if the art direction calls for it )

- map it onto a plane (or sometimes a cube ) and start cutting around on it until it looks 3d /edit yeah yeah if it has to have a normal map i make a highres 3d model right on top of the original 2d plane in maya and bake it form maya too

- done

has served me well so far :) i like it simple !

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