View Full Version : Old Pillar (From tutorial)
11-17-2008, 10:56 PM
Been a long time since I have posted any work, had to take a long break after University.
I thought I would do a tutorial I bought to get me back on track and learn some new techniques on the way. Guess most know of it: http://eat3d.com/training_videos/pillar
Currently re doing my portfolio to hopefully get my first position as an artist in the industry. Thinking of putting this in it as I made a conscious effort to stray from the tutorial design.
Made a few errors with the rebar stuff which has wasted some texture space as you can see, learn by your mistakes :). Will hopefully be able to reduce the poly count a bit aswell.
2350 tris /edit missed a zero off :)
Screen shot from Unreal engine.
Any feedback welcome before I close the book on it
The metal looks fine, but the concrete parts strike me as wobbly and soft. Your normal map is probably to blame for this.
11-17-2008, 11:40 PM
Thanks for your reply.
Is there any way to fix this or is it due to my original sculpt?
11-17-2008, 11:42 PM
The textures look amazing, but It's hard to see your edgeflow. Can you post a non-triangulated wire?
11-17-2008, 11:50 PM
That is. I used poly cruncher to bring the medium poly export from mudbox down to 2000 polygons and thats what I ended up with. I should of maybe readjusted it manually but I didn't want to complicate things.
The original that went into Mudbox was just a box with edge loops for hard edges and divided for uniform quads.
11-18-2008, 12:47 AM
Ya, the texture is nice, but the normal is too blobby or soft looking. I guess what could help fix it is adding some smaller grittyness to it possibly.
11-18-2008, 02:29 AM
I get the impression that the concrete is actually some kind of rubber or plastic that was exposed to extreme heat and started melting. Go smash up some rocks or take a hammer to a brick wall (don't go vandalizing property now!) and see how the stone and concrete flakes away. Unless your pillar was covered in a rubber membrane or something, the round and melty edges from your normal map/mudbox sculpt tell us that the object is made of a different material altogether.
11-18-2008, 06:09 AM
Will have a go at altering the normal map as much as I can but I think this comes down to my sculpting skills in mudbox. Think I am still stuck in the organic head mode :)
Cheers for your replies
11-18-2008, 11:12 AM
Heh, glad to see some work being churned out from you. One way to fix the soft edge look would be to get all the verts on the corner edges of the low poly lined up to shape it back to a hard straight edge. Then only breaking this where chips have been knocked off. Then in photoshop you could duplicate the normal map layer and reduce the strength of the "blobby" bits and keep the rest of the details.
11-18-2008, 06:07 PM
Hi Ant, thanks for noticing my thread.
I will give that a go. Might try and see if I can alter this back in Mudbox, not sure how much I can do without screwing the texture up.
11-19-2008, 05:54 PM
Found a bit of time to make some changes.
Need to bring out the edges more with the low poly. Added some roughness to the broken of areas of the normal map and adjusted the color. The color seems to refuse to come through when in unreal.
11-19-2008, 05:54 PM
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