Renzatic on 22/2/2009 at 19:56
The gate is done! I learned a few valuable lessons while making this, mainly don't do the overly fancy crap until you've got the basic shape down first. What I did was start out with something small, make it all fancy crap like, start something else, make it all fancy crap like, repeat. Later on, when I started welding the model together, I had to contend with all the extra edges and vertices on my huge collection of fancy crap, and it was a pain in the ass to put together.
So now, pictures and files time!
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http://users.chartertn.net/greymatt/arty.jpg) Drama Shot
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http://users.chartertn.net/greymatt/arty2.jpg) Close up of the curves. The .obj file is regular polygons, since that particular format doesn't export subD surfaces. I think the Max equivalent is the turbosmooth modifier.
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http://users.chartertn.net/greymatt/nouveau_gate.rar) And the gate itself, for you brave souls who want to attempt getting this into a game.
Any critiques are welcome. Be as harsh as you want. I won't learn anything if no one badmouths my stuff.
Judith on 22/2/2009 at 21:55
Awesome! And now, onto less pleasant things... How are your doing with the UVs? ;) Actually, just auto-flattening those took a few seconds on my PC :cheeky:
Renzatic on 22/2/2009 at 22:55
Maybe later. Right now I'm dead set on learning to model better. Specifically, I want to learn how to do surface details. Something like carved leaves on a wooden door, inlaid curves, bas reliefs. The complicated stuff I've always wanted to do, but didn't feel like I had the necessary skills to pull it off until here recently.
Course I ain't giving up on the game stuff in the meantime. I'm doing one of those doors I posted in the shots above. It's fairly simple, so it'll be textured, normalmapped, and ready for everyone to play with by the time I'm done.
Renzatic on 25/2/2009 at 07:28
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http://users.chartertn.net/greymatt/curvy_door.jpg) Door
Depending on how deeply detailed I want to go, I'm either almost done or just starting. Right now, there isn't much left to do on the basic shape. If I wanted to finish it up, I could have the low poly model textured and normalmapped in a day or two.
...well, maybe.
Renzatic on 25/2/2009 at 16:52
That is nice. You've actually got a great scarred metal look going on. If it were me, I'd have just throw a few bumps and dents on there and patted myself on the back.
Renzatic on 26/2/2009 at 22:57
Man...you don't even have any seams on the normalmap. Nice stuff. The only downside I see is the polycount. A thousand tris is kinda high for that model.
Judith on 27/2/2009 at 00:26
Quote Posted by Renzatic
Man...you don't even have any seams on the normalmap. Nice stuff.
I used the "usual" trick - dividing the UV faces for horizontal bars so the seam actually goes in the middle of the bottom, or at least between the bottom and one of the sides ;)
Quote Posted by Renzatic
The only downside I see is the polycount. A thousand tris is kinda high for that model.
I'm still working on a proper approach here. I guess using the optimize method for MP mesh wasn't the best solution. I could just prepare the target low poly mesh which would be used for projection mapping later. Well, live and learn.
Meanwhile, the revisited version, with and without the rust. I think I'll exchange the wood for something more worn out, at least for the second part, it looks too new in comparison.
[Edit] Final version:
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http://farm4.static.flickr.com/3348/3318932060_0623a1f2b6_o.jpg)
Inline Image:
http://farm4.static.flickr.com/3348/3318932060_7a35c58829.jpg