mjens Posted July 26, 2010 Report Posted July 26, 2010 Also the locker is brand new, how about adding sime rust and shadows there (vertex paint?) Quote
PogoP Posted July 28, 2010 Report Posted July 28, 2010 Thanks guys! Worked on a Barrel tonight, still extremely WIP! Only the wood texture has been worked on so far. /Thread hogging. Quote
-HP- Posted July 28, 2010 Report Posted July 28, 2010 The chest is absolutely awesome, perfect texture. What was your workflow? The barrel still needs a bit of work, keep up man, loving what I'm seeing. Quote
PogoP Posted July 28, 2010 Report Posted July 28, 2010 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. Quote
-HP- Posted July 28, 2010 Report Posted July 28, 2010 Yep, that sounds like the most correct workflow for prop-art! cheers man, and keep up! Quote
Minos Posted July 28, 2010 Report Posted July 28, 2010 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 Quote
PogoP Posted July 28, 2010 Report Posted July 28, 2010 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! Quote
PhilipK Posted August 2, 2010 Report Posted August 2, 2010 Damn, that is a great wood crate Pogo You were mentioned for it on the Polycount news page too in case you didn't see. Grats Quote
Gloglebag Posted August 4, 2010 Report Posted August 4, 2010 Messing around with the trim arc tool in zbrush Quote
AlexM Posted August 6, 2010 Report Posted August 6, 2010 Some 2000 triangle trees. always appreciate a good tree, nice work Quote
Warby Posted August 12, 2010 Report Posted August 12, 2010 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 ! Quote
Gloglebag Posted August 12, 2010 Report Posted August 12, 2010 just finished a digital tutors tutorial Quote
S.W.A.T.Y Posted August 14, 2010 Report Posted August 14, 2010 Decided to model my kitchen since I had nothing to do. Quote
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