Old & Damaged - kyle.rau :: Final
Well I'm calling this done. I'm really bummed out because I haven't had enough time to spend on this as I wanted. I've been so crammed with school....really lame.....which is why I haven't been back here updating enough. Definitely learned a lot by doing this, especially with zbrush. Thanks dudes for the crits and tips :]
Hahahah thanks Jeremy. WORD!
So I have been tossing some ideas around and here is a reference sheet of what I am thinking of.
An "old damaged" light house. Been to quite a few of them on the Washington and Oregon coast, and they're all pretty beat up. I think I can take it farther. Found some refs of really old and destroyed ones. They were made with a lot of brick, covered with plaster. Broken, cracked, and worn plaster showing the bricks beneath would be pretty fun to do. I started to do some block outs to test the waters with polycount limit and all. Will post updates soon, I just wanted to throw something up in the meantime. Super busy with finishing up this quarter of school this week. Until next time!
Nice ideas for the contest mate 
Cant wait to see some progress on this!
Thanks Andy!
So I have been doing some block out experiments and seeing how far I can get with 2000 tris. My asset is a little big, so it has little details all over. It has been a challenge deciding what elements of a light house I want to keep, and which ones to toss. The high poly should be good experience with sculpting cracks and chipped off concrete/plaster.
Here is a basic block out low poly with damage idea layout. I'm still deciding on a couple things. The more open areas with the white are exposed bricks. After I sculpt, I'll definitely be changing the silhouette to match the chipped areas. As for the top, I'm still deciding on a piece for it.
More soon!
By the way Andy, did you ever post up your parallax maps you used for your fountain? The video in marmo with them is giving me ideas for this possibly....
Haha, I looked at this on iPhone whilst I was out and I didnt realise youd photoshopped the detail onto the top pic, thought it was already done. Will look good when you got the geometry to look like that 
Andy: Sweet! Those look nice. I was thinking about the open brick areas, and the window details. I'm sure that parallax maps wouldn't be used on this type of asset in game, but it never hurts to dig into it.
Kaneth: Ha, I wish I was that far!
Well you might as well use whatever you want mate as the only cost in the budget is 2k tris and 2k textures per material pass 
Parallax would look nice on the window (material DVD
)
I was planning on doing that if I bring it in Unreal. What about a texture that has just masks in each channel for the shader in Unreal...what does that texture count for?
When we are talking 2k per material pass, i think its a given that it would mean 1x 2048 @24bit so personally i would count it as a mask texture so you could pack 3x2k masks into 1 2k texture as its the same memory.
I will double check with Riki but i would assume that its ok to pack textures as long as the whole TGA is for one material pass (no Mask in red, extra spec in green etc.)
I will get back to you but assume its ok until i say otherwise 
Lets just keep it simple this time. You can pack any textures you want but you still can only have 1 of each texture type. So only 1 mask, 1 spec, etc. That doesn't mean you can't have multiple UV sets though 
Well there you have it!
Maybe next time 
the damage looks convincing, keep it up
Sorry for double post, forgot something: As you can see in the image the brick is my current subtool so it is highlighted. How can I get rid of this for render...combine all the subtools?
Looks good, the damaged concrete looks a bit too 'curvy' though.
Agreed. I have went over the tower a couple times and I think I'm happy on how it came out this time. Tried to stay closer to reference than just slapping holes in it. I'm liking the new rendering features in zbrush 4.....kinda cool I guess.
Here is some wips...
Still need to work on the bricks. Next up is working on the non-concrete/plaster highpoly pieces in maya.
I like it, very cool idea and stuff. Keep it up
Really nice.. was wondering how did you do the bricks?
Thanks guys.
AndreNL: They are separate subtools 
looking awesome man
the only thing i worry about is unwrapping, your model is so big that you might get some pixelation because of the limits of the contest.
Thanks man. I'm thinking that 2048 is decent for a medium asset like this. I'm intending for the asset to be a prop that a player wouldn't get up close and personal to but near enough to see what it is and the destruction.
ahh right i see nice idea love it so far, keep it up
Much better!
I like the lighthouse idea. Your tests came out nice. The weathering and damage read well and are not over the top. Looking forward to seeing your next update.
I feel like the main wall texture should have been a bit brighter to compliment the peak but thats all I can comment on critically. Nice work man
Sorry you couldn't meet the deadline =(
It came out great, though!
Thanks Kaneth. I do agree with that.
Rico, I'm confused....I did meet the deadline, as this is my final entry that I submitted last night a couple hours before the deadline....?
Oh my bad! I just saw this thread pop up today, I haven't gone through all the threads yet.
But in that case, good luck dude!
Lol had me scared for a minute...


























Hehe, ma boyi kyle is gonna get up in dis challange fo sho.......
Lol, totally just kidding bud
Can't wait to see what you got to deliver! Common Man bring it on!!!!!
You will do awesome bud. I'm just bugging you, and its like midnight so sleep is causin deep loss brain damnage :S
-Jeremy-
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