Mini Challenge #2 - Gate to a Tomb (Lee3dee)


#1

I’ve been awal on these challenges for 6 months now, and seeing how I want to move my career into environment design this seemed like a great idea to start the ball rolling :D.

I started this at 12pm today during my lunch break and after 2 hours of modeling, and listening to the Halo soundtrack (for inspiration ;)) the green planes on the floor will contain candle textures. I think I went overboard on the set, but with the texture restrictions, Im going to try. Currently 503 tris and quads.

I came out with this:


Crits are highly encouraged:D


#2

and a front view for cinematic look :wink:

since I’m using Max, do i need to triangulate? and is baking the textures allowed?


#3

very cool…very original

vertex shading yes, baking no, you need to follow the instructions from the comp thread to get your tris :slight_smile:

good luck

G…


#4

thx default_human :slight_smile: I like the way yours is turning out, looks alot like the abandon churches in the south u see on the side of the road. lol never know whats inside. I know i have a tutorial on vertex shading somewhere, too many bookmarks!


#5

looks great and if you find that tutorial then please pretty please post it :smiley:
so many max users here who have no idea what vertex shading is ( me included )


#6

cheers buddy…i’m finding it a little taxing with the small textures, but it’s all good

yeah, just to reiterate what Hexodam said, of you find that vertex shading tute, please post it…i know there’s a few of us that could do with a look… :thumbsup:

G…


#7

another update, did some optimizing and added a tomb and a pool of liquid to break up the space. when i get ready for texturing, thought id add some webs. gotta make use of all the texture space i have. lol

still not done optimzing, yet tho. currently 556 polys, forgot to mention, im going for styalized look.


#8

like someone pointed out, the polygon counter in 3dsmax is broken, it only counts faces and not polygons, do as that someone sugested select the whole scene and apply edit mesh modifier on everything and see your polygon counter go sky high and your head slamming into the keyboard


#9

ain’t that a B !!!

i was really stoked to have 300 odd polys…then the goddamn thing doubled !!!

sigh

G…


#10

see what I do, is make the level first, and then use turn to poly, 3 sided on each object and then start optimising on the objects. I was going to triangluate tonight, so we’ll see how it goes :wink:


#11

damm Max and that poly counter. lol. anyways, after changing all the ojbects to edit mesh, my final total is 593 now working on texturing.



#12

come on, i wanna see some textures :smiley:
great architecture, maybe its all a little bit hugh for such small textures? maybe it will looks good, when you are ready :slight_smile:

best regards,
Gadric


#13

Been doing some texture tests, texturing isn’t my strongest area :frowning: anyways, here’s some tests



#14

that is a wikkid idea! and great use of the alphas too.

keep it up :slight_smile:


#15

very good with material and opacity
and you select many good color for this.


#16

got another update, working on texturing at the moment, thought id post an update :wink:

Texture wip: blown up so u guys can see :slight_smile:


#17

i have a dumb question. lol. In 3dsmax, how do you tile a texture in the uvw unwrap? or is it done somewhere else, like in the modifier. I have always unwrapped the UVs to the texture, but never needed to tile in max. lol guess im still a max newbie after a year and half.


#18

long overdue wip, crit are encouraged :wink:


#19

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