kromano
03-13-2010, 04:00 AM
I'm in an OpenGL programming course and for my final project I'm to do a visualization or just render a 3d scene with OpenGL. We're only required to use hand-coded OpenGL cubes and such with simple texturing but that's boring so I decided to reuse some assets I built for a TF2 map I scrapped and add in a few extra things while maintaining a similar aesthetic, scale and budget as regular TF2 props.
I'm mad out of practice modeling organic objects and feel I'm not using my polygons or texture very well at all. I also decided to try zbrush for the first time to push simple geometry much further but I have a lot to learn about that program. It also isn't playing nice and is abandoning my UV maps so I'm going through extra steps to do a projection bake normals in 3ds Max.
The scene will have a sea monster (some kind of pentapus you might say) wrestling with an airship. Enough chat, some screenshots with a quick first pass texture and projected normal map (which has many problems and is far from final):
Scale comparison of Pentapus vs Player size in TF2
http://img175.imageshack.us/img175/6955/scalecomparison.th.jpg (http://img175.imageshack.us/i/scalecomparison.jpg/)
Wireframes
http://img641.imageshack.us/img641/5021/octotopwire.th.jpg (http://img641.imageshack.us/i/octotopwire.jpg/) http://img696.imageshack.us/img696/8400/octobottomwire.th.jpg (http://img696.imageshack.us/i/octobottomwire.jpg/)
Normal Map
http://img251.imageshack.us/img251/9946/octotop.th.jpg (http://img251.imageshack.us/i/octotop.jpg/) http://img121.imageshack.us/img121/1922/octobottom.th.jpg (http://img121.imageshack.us/i/octobottom.jpg/)
Polycount is about 7700, and I don't feel it's being spent very well. Given the size I wanted to model the suckers on the arms, I don't know if a normal map will work well enough given the scale and possible proximity to the player. Am I being a little too hard on myself here or what can you suggest?
I'm mad out of practice modeling organic objects and feel I'm not using my polygons or texture very well at all. I also decided to try zbrush for the first time to push simple geometry much further but I have a lot to learn about that program. It also isn't playing nice and is abandoning my UV maps so I'm going through extra steps to do a projection bake normals in 3ds Max.
The scene will have a sea monster (some kind of pentapus you might say) wrestling with an airship. Enough chat, some screenshots with a quick first pass texture and projected normal map (which has many problems and is far from final):
Scale comparison of Pentapus vs Player size in TF2
http://img175.imageshack.us/img175/6955/scalecomparison.th.jpg (http://img175.imageshack.us/i/scalecomparison.jpg/)
Wireframes
http://img641.imageshack.us/img641/5021/octotopwire.th.jpg (http://img641.imageshack.us/i/octotopwire.jpg/) http://img696.imageshack.us/img696/8400/octobottomwire.th.jpg (http://img696.imageshack.us/i/octobottomwire.jpg/)
Normal Map
http://img251.imageshack.us/img251/9946/octotop.th.jpg (http://img251.imageshack.us/i/octotop.jpg/) http://img121.imageshack.us/img121/1922/octobottom.th.jpg (http://img121.imageshack.us/i/octobottom.jpg/)
Polycount is about 7700, and I don't feel it's being spent very well. Given the size I wanted to model the suckers on the arms, I don't know if a normal map will work well enough given the scale and possible proximity to the player. Am I being a little too hard on myself here or what can you suggest?
