UGAC - PROP 101 - JUNGLE - Phil "Osirus"


#1

SECOND IDEA (Previous one was crap)

Genre: Adventure
Prop: A door that used to be barricaded by humans to protect themselves from wild beasts is now barricaded by the jungle itself.
Story: Humans who onced live within the walls of the large underground stone city have disappeared long ago. The doors that lead to the city were all mysteriously barricaded from the inside, but the mystery is no more! (Ooooh!)

Again hopefully the textures will help:p 1000 tris! Some process shots below. And a very ugly concept art…


#2

Below and after optimization of barricade holders. Halved the tris! (This is before tessellation)


#3

***Deleted, new idea:)


#4

lol This is my fear; I’m so used to working with so many polys that I’m sure I’ll do the same thing. :slight_smile: I should do the vegetation first and then use what polys are left to hint at something under/behind it :stuck_out_tongue:


#5

I actually started over. I didn’t like the execution. I’m making a door with roots growing on it, preventing it from being opened. Sounds boring but I like it better. I’ll post the process soon:)

Here is the latest update, more clean up, hence enough to bevel all stones:p I didn’t know what to add…


#6

As far as Ideas, maybe you should just add an another root, that comes out of the top of the door, and connects to the root below. (look below) Also, you said that you lowered the poly count
WhatÂ’s the new official number? :smiley:
[right]-Good Job keep it up
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[left][/left]


#7

Here it is! I had to remove the bevel on the stones to make the other root. 996 tris now. Lots of backfacing polys were deleted. Now I’ll make some concept art and then move on to texturing, cause that is what will take me the most time.


#8

Some textures! I’ll try to add some carvings or faces in the rocks. This will be my first completed textured model. Good thing I had two days of free time for once!


#9

the m,odel it self is ok, but the textures are yet, just too flat, maybe you could try to bake some GI into them? and you should add some more roots with alphaplanes, i guess it would be better to have some more details in the air :slight_smile:


#10

I am thinking of removing the wooden beam to gain some tris and make alpha planes, but I would have to retexture the model again. Anyway I’m adding details right now to the stones’ texture. BTW I have no idea how to bake illumination into a texture. Gotta read into that.


#11

Here is the update. Won’t have more time for this one for the rest of the week. Man I suck at texturing!


#12

maybe you should just start with the basic shading instead of placing all those details in first place :slight_smile:


#13

What do you mean by basic shading? I’ll add cracks where the roots enter into the ground.


#14

shadows and highlights… what software are you using? just place a skylight and render your model with gi, you’ll see where the shadows touch the surface, this is the basic shading you’ll nee to let it look believable :slight_smile:


#15

I’m using XSI. I don’t understand the purpose of what you are saying. Right now I have some lights in my scene, but you are saying the texture itself should be pre-lit? Isn’t that going to do the same thing than just putting lights in my scene?


#16

yes you should prelight your lowpolymodels, you don’t have the ddetails in model to let it look awsome, so the texture has to do that for your model, in pretty much every game the models are “prelighted” via the texture, thats what makes them look so real :wink:


#17

Alright I’ll try to find some info on this. When you say use a skylight, do you mean a dome illumination with no actual light used to light the scene itself? And if you say the model is not detailed enough, how will this “add” detail? It will just put shadows in the same way a scene light would no? Thanks for the info!


#18

it depends on what you are planning to do with you model, if you have it in a static environment without dynamic lights, then i guess it would be wise to use a directed light for the calcultaion of the shadows and highlights… if you have dinymic lights you should just use ambient occlusion or something similar to fake the global illumination via textures…


#19

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