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innermindseye
05-04-2006, 01:54 PM
hey dudes,

heres my low poly inca style environment object. Its going to be a 2 pretty huuge pillars in a tomb raider-esque environment. i want them to be big focuses in the room, and was wondering if there is enough detail on there for a current gen title. I am assuming tat most of the detail need only be in the texture, and this shouldnt be too difficult to turn into a high poly normal map model...

i was jus wondering on any comments that could be given so far. i want this to be for a portfolio piece and i am going to do the whole environment so im not planning on getting tooo caught up with each individual object. thanks for any crits...
http://www.pafosnewbuild.com/inca3.jpg

and a quick random texture to help the imagination.....

http://www.pafosnewbuild.com/inca4.jpg

innermindseye
05-04-2006, 02:01 PM
oh yea........

http://www.pafosnewbuild.com/thin_head2.jpg

ill_logic
05-04-2006, 02:37 PM
i thought the moa were different from the incans?
886 might be a little low for a current gen game if in fact they're the center piece of your whole environment. i haven't played the newest one yet, but typically from what i remember of the tomb raider series, they packed a lot into each little area & just had load screens inbetween at some points, yeah? you could go probably a bit higher with the polys, but then again too, there really isn't that much detail to moa head statues, even with the hat like things on. then again too, the easter island statues are very weathered, if they were indoors you could have artistic license with some exta bits of detailing? just a thought. i'd try if making the layers around the arms & the chiseled features more defined. try it with just making the edges hard around them, if that doesn't work, then maybe add another row of polys around them to make them stand out.


-J

innermindseye
05-04-2006, 02:42 PM
cheers for the comments. tomb raider didnt have load points mid level tho. unless on ps1... i only played pc... it seems that tomb raider in actuality had veery simplistic backgrounds and environments.. as they were always cross platform they had be very conservative and constantly went veery low poly...

rooms were usually pretty sparse with dead flat floors and platforms. it has obviously gotten better with the new release. most of the structires have a lot more detail tan this, but i dont think i have that much skill yet. gna keep it simple for the learning process.. adding detail to the arms and chisseled features sounds like a must. i iwas thikning it as i was doing it but got lazy and kinda wanted to rush into the texturing...

i wll add to it!

SHEPEIRO
05-04-2006, 02:42 PM
if you want to add detail but dont want to stray too far from the original,i would suggest adding a crack or some dents in it.

innermindseye
05-04-2006, 02:46 PM
if you want to add detail but dont want to stray too far from the original,i would suggest adding a crack or some dents in it.

i plan to get dirty with that in zbrush :p

EDIT: btw iv upped my model to 1334 polies now due to some chamfers and other details here n there. Im not sure wether it was totally necessary but its not like i turned it into a high poly model. its still pretty conservative. let me know what u think. :)

(and also a lil sneaky look at the high res ;) )

http://i.domaindlx.com/disdatshit/wireinca.JPG

innermindseye
06-02-2006, 12:33 PM
hi guys. i know its been a long time since i posted but i bin busy, but i had to show my findings! its my 1st normal map :D

here is the normal map which i generated using max RTT. i unwrapped using the new pelt mapping feature (very cool and powerful time saver)

http://i.domaindlx.com/disdatshit/normal.jpg

this is normal map plus bump map. I created a bump map and then converted to normal map usingthe nvidia photoshop plug in. This was then overlayed ontp the normal map using overlay.

http://i.domaindlx.com/disdatshit/cc.jpg

NORMAL MAP - NO BUMP


http://i.domaindlx.com/disdatshit/normal%20map.jpg

normap + specular + bump map (converted using nvidia photoshop plugin and overlayed onto bump map

http://i.domaindlx.com/disdatshit/nomal+specular.jpg

SHEPEIRO
06-02-2006, 12:36 PM
nice but there is a huge amoun of wastage on the map

innermindseye
06-02-2006, 12:46 PM
nice but there is a huge amoun of wastage on the map

yea i saw that too. a tiny fix. i was just trying to get the map to work to be honest! i can go back into unwrap now and resize it to fit. :) but valid point!

SHEPEIRO
06-02-2006, 01:21 PM
i would consider a little re-design.

mainly so that you can have more seams and use the texture space more effeciently.
if for example you could have sharper crevices betweeen the base/body/head/hat/bobble, then you could split the map up into seperate parts and use the space much better. the seams between the mapps would be hidden by the crevices

cheers for the comments on my thread by the way

innermindseye
06-02-2006, 01:29 PM
thanks a lot. good points. i was reading that seams in normal maps were really bad, but youre right, in the crevices they will not be seen. If i take the top and bottom off i should be able to texture the base really nicely.

Im still learning so total redesigns are maybe a tall order. I just want to get something finished to whatever skill level im capable of now, and then do a new one using the skills ive learned. Im gonna add some more details to the neck, body and the base to make use of the normal map. then try and get a half decent diffuse map going on, and then call it a day. Start something from scratch taking into consideration all the things iv learned.

Im stoked that i can do peltmapping and normal maps now as i should be able to create far more quickly. industry standard skill down! :D

SHEPEIRO
06-02-2006, 01:54 PM
Im still learning so total redesigns are maybe a tall order. I just want to get something finished to whatever skill level im capable of now, and then do a new one using the skills ive learned. Im gonna add some more details to the neck, body and the base to make use of the normal map. then try and get a half decent diffuse map going on, and then call it a day. Start something from scratch taking into consideration all the things iv learned.


i think thats a mistake that alot of people make including myself. i see alot of people saying it and they rarely end up with finished peices=poor portfolio

i think you have a nice design, it doesnt need a total redesign. here are the points that need doing.

re-do high poly making sharper crevices (15-30 mins)

re-do UVs (15mins)

re-render and get cup of tea (15 mins)

total hour, then you have a really good peice to go in portfolio.

give up now and you have ok peice for portfolio, i reakon that hour would be well spent.

innermindseye
06-02-2006, 02:18 PM
i think thats a mistake that alot of people make including myself. i see alot of people saying it and they rarely end up with finished peices=poor portfolio

i think you have a nice design, it doesnt need a total redesign. here are the points that need doing.

re-do high poly making sharper crevices (15-30 mins)

re-do UVs (15mins)

re-render and get cup of tea (15 mins)

total hour, then you have a really good peice to go in portfolio.

give up now and you have ok peice for portfolio, i reakon that hour would be well spent.

dude u kick ass. ur speaking my language :p the lazy breakdown hah. ill do those, plus some more detailing and a diffuse and than bam. folio piece. thnx again. :thumbsup:

tin-tin
06-02-2006, 03:16 PM
Also I wouldn't overlay with a random noise on the normalmap it will look cheap, make use of zbrush aswell.

innermindseye
06-02-2006, 04:01 PM
Also I wouldn't overlay with a random noise on the normalmap it will look cheap, make use of zbrush aswell.

zbrush just doesnt work for me. Maybe my specs are too low, but i cant get near to the fine detail that i want out of it. It makes jagged lines and bumps when i try to carve because im assuming my mesh isnt tesselated enough.

if i try more than 2 mill polies zbrush goes a bit pair shaped on me. Its a shame because peopl talk about how amazing it is and for me it just sucks. I can only get zbrush detail if i paint a bump map. And by the way it looks, id need a dual core, sli setup to even get close to the fine details that poeple show.

or maybe i just dont know what im doing....

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