Speed Model
Ok, so I had about 2 hours of free time today and thought I would do a speed model to further my abilities of working under pressure and time. I gave myself a 1 hour deadline and the requirements for the model were:
-Quick Grungy Floor Tiles-
Relatively good modeling
Keep it simple
Max polygon's - 1'000
A single mesh that could be tiled yet, still almost be unnoticeable
Must consist of dirty tiles with one or two broken tiles that do not "give away" the tiling mesh
Must build a quick scene in Unreal Ed In less than 10 minutes that will help show the model off.
Must consist of one light and matching assets
I finished at about 53 minutes which was cutting it really close. Going that fast made my hands hurt really bad. I think I have arthritics lol.
Anyhow, Hope you get at least 1 second of enjoyment out of it.
Have a great night you guys.
-Jeremy-
Sorry, its kind of lame right now but you have to edit your post then in the attachment click "list". Then it will show up. Im working on improving the forums, but it may be 4-6 weeks away. :/
No problem Riki. I didn't mean to come off annoyed or angry. I will click list from now on. Thanks for the edit buddy!
-Jeremy-
No problem, and great job on the speed modeling, thats a great job and fits the scene well!
Here are the textures I created for the floor.
-Jeremy-
Thanks a lot buddy. I just put up the textures. If you would like them in higher res, just let me know and I will create a link to imageshack.us with higher ones uploaded.
-Jeremy-
You could get a whole lot more out of that normal map. Im not sure if you had a chance to watch the texuring DVD, but you could push that highres normal map a bit further and then take the diffuse into crazybump to get a 2nd normal man and finally combine the 2. The way you have it now is almost like a bump map, though it is better than not having it, you could probably push it further. Its worth some tests! 
Hey buddy. I did create 2 different maps. One was using the techniques from your dvd with the photoshop plugin and overlay layering, sharpening, etc. Then the other one was generated from Mudbox. I edited that one as well. It is probably just really hard to see because of the low res images I posted. The Normal maps are really visible though when you start to get closer. They have a lot of large damaged areas that really give the model a high res feel. Here are the two maps I created for this project.
I will pump them up even more though, to see what I can get out of them.
-Jeremy-
Riki,
Ok, so right after I wrote that reply I went ahead and edited the normals. I like this version a lot better lol. Thanks for the insight. I was in such a fast hurry during the speed test I didn't realize I could have done more with the normals.
-Jeremy-
Oh I see, you are combining them in the shader?

Thanks buddy. After I finish up my assignments I will do a quick test in Unreal and post a few snapshots.
-Jeremy-
Ok, Finally finished school work lol. Ok so I deleted the little demo scene from yesterday, so I had to make a new one. The only difference is the tiles are using the new normal map.
-Jeremy-








Thanks XD
www.jeremybaldwin3d.com