Old & Damaged - Shyamsagar.S :: Final
Hai,
This will be my first attempt in handling lowpoly .I grabbed up some reference... but not going to replicate exactly as it is...going to take parts of it and try to add my creativity...i used to attend drawing and painting competitions(not digital)...so let me try out a 3d challenge...since am new to the 3dworld i will be keeping everything simple...please give comments and ideas to improve...
Here is a reference i felt intrested and tryed out a rough concept and highpoly(WIP) of it...will be adding more and keeping a track of the polycount..
Here are the final entries
ok...so i will smooth out some of the cracks....and thinking what to add up next
Looking a lot better without those cracks. On the concrete area try to capture those sharp edges where the concrete breaks too. The soft edge reads a little wrong. I would suggest using the mallet fast brush and masking when creating those hard transitions from the outside of the concrete to the broken portion. Looking good man!
i felt so....actually am new to sculpting..i will try out the concrete part once again...
This is looking a lot better. When you have those hard edges in there it reads better and you should get a nice spec highlight on those edges. Great job man. It still needs a little work but you are on the right track. Keep it up!
thanks...i will continue with the rest of the modeling...some rebars and stuff...then have to take a look how much more i can add in the 2000 polycount limit..then start refining stuff....making the texture maps is where i may get stuck...am not an expert in it...lets see how it will turn up
looks like a nice clean unwrap looking good 
thanks....
My CPU is not allowing to bake out the texturemaps from 3dmax2010...i think its lack of memory..its throwing out a system exception...can anyone help me out to bake out the texturemaps...if any one will give me there mail id i will send up the obj of the HP and low polys...HELP:-(
I would use xnormal http://www.xnormal.net/1.aspx it free and it much easier on your systems ram, it also produces great results.
Ryan
I would use xnormal http://www.xnormal.net/1.aspx it free and it much easier on your systems ram, it also produces great results.
Ryan
+1
xNormal is great when it comes to baking out really highpoly assets and if you pre-tirangulate the mesh before import you can even squeeze a little more juice out of it! (due to xNormal not having to use memory to triangulate the meshes before baking)
Eat3d hosts all the xNormal releases so you only have to pop over to the xNormal fourms to get it too 
Xnormal is really good...when i tried to take the entire HP-normal the normal map didn't come good..so i did in parts and combined in photoshop...all the pieces came almost well..but for the rebar am not getting a good result..what may be he problem..am working on it...
thanks for helping out
very nice.
ok..so here i started texturing the model up....here i concentrated more on the concrete.have to find out how the rest of the parts should be like..just gave some basic textures to it right now..please give suggestions..and ideas to texture properly....as am still in studies of texturing techniques..
hey man i like the colour scheme u have going on here :)
Texture wis e i have a few ideas for you to consider. that rebar could have a little more diversity so that you can add some nice spec highlights to it later, rust doesn't tend to catch the light so it would be interesting to have areas that do, think about adding some greys in there..
also can you tell me what material that white pipe is? i would tone down that dirt and grim too, add more unique areas of grim, like a drip here or there and it should be more dirty at the bottom where peoples feet would be.
looking good on the concrete though and so keep it up cant wait for an engine view! 
thanks man for ur ideas..ya the white pipe is clay am also confused what tone i should give to it. ,basicaly i think it should be grey...have to work on it....
looking good man a lot better 
now this look real better. Great work!
nice, how did you black the background out like that? or is this in game?
Looking good man! Maybe play with a bit more lights? I feel that it could be pushed a lot further if with some better lighting.
Small crit, you misspelled challenge.
Looks cool. Somehow I feel it's too dark. The whole scene can be a little more brighter. Maybe try adding some post-Fx in unreal. Also the specular is not visible which is making it look flat. It needs more lights.
Great job dude 
good work... and i agree with Madshooter, add more lights, its looking dark.. very well done..
he..he..sorry for the mis spelt word..didnt notice..
Mark i just hid the grid and lights thats all....
post fx am not much familiar with..i will try with the lights...thanks for the comments
I think am done...i tryed diffrent lights so here am displaying the model in diffrent lighting..am still on studies on UDK...but for now am done.
This challenge helped me lot to learn and improve,thanks to Eat3d
As per the rules told by Riki all are direct screen shots from UDK all i added is some text , borders and eat3d logo is it ok to add the logo?
Best of luck for all the other contestants

Cool looks good. As mentioned you have to put your final entry in your first post on the competition thread.
Nice work
Specular is so much of the shader process. To dial that in is a powerful and satisfying feeling. Bump the contrast up so that the concrete pieces and metal are very contrasty. Make sure there is wide range of gray variation in between to add the sharp details.
thanks SgtGreasy for the info...its my first attempt in texturing..
Looks good to me.
Good luck for the contest.
thanks guys





























the base sculpt looks really good but Id take out those cracks. These old pipes are made of iron and sometimes a clay based material but the usually dont crack like that. Other than that great start.