View Full Version : Normal mapped lamppost
Jibboom 05-29-2006, 09:30 PM Hi everyone! Here comes a lampost. What do you think about it?
http://www.pernroth.nu/portfolio_content/lamppost_all.jpg
"beauty shot" |wire | normals | diffuse
http://www.pernroth.nu/portfolio_content/lamppost_beauty.jpg
http://www.pernroth.nu/portfolio_content/lamppost_wire.jpg
http://www.pernroth.nu/portfolio_content/lamppost_normal.jpg
http://www.pernroth.nu/portfolio_content/lamppost_diffuse.jpg
http://www.pernroth.nu/portfolio_content/lamppost_textures.jpg (http://www.pernroth.nu/portfolio_content/lamppost_textures_full.jpg)
1024 textures.
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KMcNamara
05-29-2006, 09:57 PM
Great prop. Cool :thumbsup: .
jfalconer
05-29-2006, 10:18 PM
looks great (love the floral details and bird splat), but could probably be a bit taller.
Jibboom
05-29-2006, 10:43 PM
thanks :) i made it about as tall as my reference lamppost. http://www.pernroth.nu/crap/lamppostref.jpg
a lamppost in Uppsala-Sweden, found on a texture/ref walk.
UnAlternate
05-29-2006, 10:51 PM
i really like the realism in your pieces. it's not to often you see that in game art. i'll have to snatch a bit of your brain next time you'll crash in my room. :P
mindrot
05-29-2006, 11:01 PM
DAMN!! This is lovely work Jibboom.
Some real attention to detail :thumbsup:
Best lamp I've seen...
~M~
glynnsmith
05-29-2006, 11:03 PM
I've seen your other props, and I have to say that they're all really well made and executed well.
My only crit for this would be to add a lightbulb.
Great work :)
Jibboom
05-30-2006, 01:00 AM
I've seen your other props, and I have to say that they're all really well made and executed well.
My only crit for this would be to add a lightbulb.
Great work :)
thanx :)
I thought alot about that lightbulb.. I didnīt study any ingame lamps before creating this one, but if i were to place this in an engine, i would like it to have a point light and some glow in place of the bulb, so mayby the bulb would not be seen.. or maybe it would look like something with irradiance and glow.. if the light is off, like it is now. there really should be one in there anyway I guess... maybe someone has stolen it! There are all kinds of wierd characters out there in the dark of the sewers.
Cloudstriff
05-30-2006, 03:05 AM
Looking nice dude, did you use Zbrush to make the highpoly?
If ya did, how did you make the flower shapes, and the splat on top?
requiem2d
05-30-2006, 06:10 AM
Clean as always :) Nice work!
Jibboom
05-30-2006, 07:54 AM
Looking nice dude, did you use Zbrush to make the highpoly?
If ya did, how did you make the flower shapes, and the splat on top?
nope, i built i "medium poly" version in maya and painted the smaller details in photoshop.
The lamp post looks great.
However I think the texture sizes are a little unrealistic for a lamp post prop. Three 1024x1024 textures is a bit much for what is essentially a very small prop, with a tiny surface area. This all depends on the system running the game though, but I doubt most game artists would use more than 256 or 512 at the most. Possibly even lower.
Jibboom
05-30-2006, 08:56 AM
The lamp post looks great.
However I think the texture sizes are a little unrealistic for a lamp post prop. Three 1024x1024 textures is a bit much for what is essentially a very small prop, with a tiny surface area. This all depends on the system running the game though, but I doubt most game artists would use more than 256 or 512 at the most. Possibly even lower.
that makes sense, but since this is not going into a game I didnīt bother downsizing the textures. It is purely texturing practice/portfolio art. Anyway it would be interesting to try downsizing just to look at the final result and maybe encounter some nasty prolems to solve. I might just do that... Do you guys paint your texures in the final size or downsize them after painting?
It all comes down to personal preference really. Some people work in the final size, where as others prefere to paint at a larger resolution then downsample. The best advice I can give is to try both methods and see what works for you.
ninjacore
05-30-2006, 04:59 PM
this is a pumpin prop. liked the hammer too!
PhilOsirus
05-30-2006, 11:34 PM
If I had such a lamp post in a game I would probably have a small specular map anyway, not a 1024 one, so it's not really 3x1025 just cause the normal map or diffuse is 1024:)
Jibboom
05-30-2006, 11:56 PM
If I had such a lamp post in a game I would probably have a small specular map anyway, not a 1024 one, so it's not really 3x1025 just cause the normal map or diffuse is 1024:)
I would probably rank the maps normal-diffuse-spec if I have to deliver them at 3 different resolutions... And spend some more time making tiny surface bumps...
Ancient-Pig
05-31-2006, 12:14 AM
Hey thats pretty cool :)
I dig the bird shizzle
ocarian
05-31-2006, 11:00 AM
Very intersting work
and good subject
There is lot of details on Normal map
modelisation is very clean
good work again :thumbsup:
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