Rick_D Posted August 4, 2011 Report Share Posted August 4, 2011 As i said, here is some shit i've been working till today, hope you can say word or two (i will take those links down in a lil while) 1024 on all textures n/d/s looks like clay, but it's obviously stone? the scratches look very zbrushy - try adding some chips and more stoney surface detail on the next model you do like this. it helps to get some material references so you can get the correct details into the high poly from the very start. Quote Link to comment Share on other sites More sharing options...
Steppenwolf Posted August 7, 2011 Report Share Posted August 7, 2011 I'm working on a modular scifi scene based on this Mass Effect 2 concept art: Pretty much ready for texturing. All low poly models with normals applied and ao maps in the diffuse channel. Rendered in CE3: Quote Link to comment Share on other sites More sharing options...
Minos Posted August 7, 2011 Report Share Posted August 7, 2011 That turned out fantastic Matthias! Can't wait to see the final version. Quote Link to comment Share on other sites More sharing options...
-HP- Posted August 7, 2011 Report Share Posted August 7, 2011 One word: FuckingAmazing! I had that concept laying around on my "I wish I had time to do this" folder; and you definitely nailed the proportions and the modeling. Awesome how you're getting into Environment art now dude. I am very curious how you tackled the modularity and the UV re-usage of these pieces, mind writing a line or two about it? PS. Don't use F3 to show wireframes in CE3, type in the console "r_showlines 2", much better. PS2, create your own thread for this scene! Quote Link to comment Share on other sites More sharing options...
Jenn0_Bing Posted August 7, 2011 Report Share Posted August 7, 2011 Yeah, that already looks awesome, can only get better from here too! Quote Link to comment Share on other sites More sharing options...
Steppenwolf Posted August 7, 2011 Report Share Posted August 7, 2011 I blocked out the whole thing in 3dsmax first with simple shapes and tried to squeeze everything into dimensions that make the pieces easily combinable with each other. Hence the proportions are not exactly as in the concept (which is very distorded anyway). That worked out quite good however i had to cheat a little with extra units that i decided to do later on. Like the ceiling and floor on the front. They arn't on the concept and i hadn't planned for them initialy. So next time i will plan even more carefull when i work on a scene like that. I only reused UV space moderately. My main goal with this scene was to improve my subd modeling, normal baking and texturing. It's not comparable with Mino's Zest foundation or the way Bioware does their ME environments. However there are a couple units that reuse textures of other units. For example there are two versions of the rounded supports, three different ceilings and three floor units that share the same textures. Most props also have some mirroring in them to save texture space. Shouldn't be too hard to get away with it since it's a pretty clean environment. Quote Link to comment Share on other sites More sharing options...
Pampers Posted August 7, 2011 Report Share Posted August 7, 2011 now we wait for tits textures Quote Link to comment Share on other sites More sharing options...
Mazy Posted August 7, 2011 Report Share Posted August 7, 2011 Daaamn son, looks sweet! Quote Link to comment Share on other sites More sharing options...
jaboo224 Posted August 7, 2011 Report Share Posted August 7, 2011 holy smokes stepp. thats amazing! Quote Link to comment Share on other sites More sharing options...
Rick_D Posted August 8, 2011 Report Share Posted August 8, 2011 one of the little elongated indents' corners on the top of the arch trim looks broken Quote Link to comment Share on other sites More sharing options...
Warby Posted August 8, 2011 Report Share Posted August 8, 2011 looks great dont even bother making diffuse textures keep it CLEAN ! Quote Link to comment Share on other sites More sharing options...
Steppenwolf Posted August 8, 2011 Report Share Posted August 8, 2011 one of the little elongated indents' corners on the top of the arch trim looks broken Could you point me to which detail you mean exactly? I know of two visible seams where the normals are mirrored. Not sure if you mean this or something else. Quote Link to comment Share on other sites More sharing options...
e-freak Posted August 8, 2011 Report Share Posted August 8, 2011 Quote Link to comment Share on other sites More sharing options...
Rick_D Posted August 8, 2011 Report Share Posted August 8, 2011 not sure if it was a design decision, just looks slightly out of palce, like there's a missing edge loop hardening the curve Quote Link to comment Share on other sites More sharing options...
Steppenwolf Posted August 8, 2011 Report Share Posted August 8, 2011 efreak: any tips on how i can smoothen this out? normals and geometry are mirrored there rick: the shape looks like this in the concept Quote Link to comment Share on other sites More sharing options...
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