knj 1,630 Report post Posted September 15, 2015 That is fucking nice man! 1 Dennispls reacted to this Quote Share this post Link to post Share on other sites
Dennispls 92 Report post Posted September 15, 2015 That is fucking nice man!Thanks man! Quote Share this post Link to post Share on other sites
Sjonsson 1,153 Report post Posted September 15, 2015 Always shoot with RAW, for characters, shoot inside with a good light setup and a neutral background so you can mask out the object you want, and use a tripod Always bring a macbet chart and create a color profile, color correct your photos in adobe camera raw or similar. Remove vignetting and chromatic abberation, but don't sharpen the images as it adds artifacts and noise and don't correct the lens distortion since agisoft compensates for that during alignment That's some really good advice, thanks! Quote Share this post Link to post Share on other sites
Dennispls 92 Report post Posted September 16, 2015 Hello guys,A slight update on this. I have tried to make the blade look a bit more interesting and worn. I have updated the sketchfab model and attached a screenshot below: 9 Jord, TheOnlyDoubleF, Terri and 6 others reacted to this Quote Share this post Link to post Share on other sites
leplubodeslapin 1,432 Report post Posted September 24, 2015 I'm working on a fancy stairs models 24 ElectroSheep, Squad, DooM and 21 others reacted to this Quote Share this post Link to post Share on other sites
Sigma 477 Report post Posted September 24, 2015 (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.jpgStarted meshing my Unreal Tournament level. Probably prematurely but I will be able to get some glamor shots more quickly. Good exercise. Edited September 25, 2015 by Sigma Quote Share this post Link to post Share on other sites
leplubodeslapin 1,432 Report post Posted September 24, 2015 (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.pnghttp://image.noelshack.com/fichiers/2015/39/1443103424-2.pnghttp://image.noelshack.com/fichiers/2015/39/1443103423-3.png Edited September 24, 2015 by leplubodeslapin Failed links 3 Vaya, kinggambit and Lizard reacted to this Quote Share this post Link to post Share on other sites
kinggambit 311 Report post Posted September 25, 2015 Goddamn gorgeous! Polycount/texture size? I need to push myself to make more detailed assets like that! Quote Share this post Link to post Share on other sites
leplubodeslapin 1,432 Report post Posted September 25, 2015 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 :The steps and all the pillars : 8 302 tris (wireframe). The texture is a 1024x512 texture, here's the UV.The handrails : 4 092 tris (wireframe). The texture is a 1024x512 texture, here's the UV.The big round pillars : 8 x 1017 = 8 136 tris (wireframe). The texture is a 512x512 texture, here's the UV.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. 4 mr.P, Sigma, Skybex and 1 other reacted to this Quote Share this post Link to post Share on other sites
Sigma 477 Report post Posted September 25, 2015 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. 2 tomm and kinggambit reacted to this Quote Share this post Link to post Share on other sites
leplubodeslapin 1,432 Report post Posted September 25, 2015 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 :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 : Quote Share this post Link to post Share on other sites
Pampers 5,625 Report post Posted September 26, 2015 aka korean bevels, can be good, but also adds long thin triangles Quote Share this post Link to post Share on other sites
tomm 1,207 Report post Posted September 26, 2015 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. Quote Share this post Link to post Share on other sites
JicJac 7 Report post Posted October 1, 2015 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 6 tomm, leplubodeslapin, 'RZL and 3 others reacted to this Quote Share this post Link to post Share on other sites
JicJac 7 Report post Posted October 2, 2015 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 1 2d-chris reacted to this Quote Share this post Link to post Share on other sites