Old & Damaged - Shyamsagar.S :: Final

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User offline. Last seen 21 weeks 5 days ago.
Posts: 140

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...Smiling

 

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

 

 

User offline. Last seen 4 years 5 weeks ago.
Posts: 17

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.

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

ok...so i will smooth out some of the cracks....and thinking what to add up next

User offline. Last seen 21 weeks 5 days ago.
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so i have removed some cracks...and sculpting up the concrete pillar ...have to add the rebar....give comments

sulpt2.jpg

User offline. Last seen 4 years 5 weeks ago.
Posts: 17

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!

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

i felt so....actually am new to sculpting..i will try out the concrete part once again...

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

so i reconstructed the concrete part once again...so tomorrow i will go with the rebar...i dont know if it had become perfect....

sculpt3.jpg

User offline. Last seen 4 years 5 weeks ago.
Posts: 17

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!

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

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

User offline. Last seen 21 weeks 5 days ago.
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Here is the HP with some rabars...this is what i though of the overall Model.Now i think i will work on the low poly....do comment

sculpt4.jpg

User offline. Last seen 21 weeks 5 days ago.
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So I made up the Low-poly and unwrapped it.....

lowpolypillar.jpg

User offline. Last seen 2 years 2 weeks ago.
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looks like a nice clean unwrap looking good Smiling

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

thanks....

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

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:-(

User offline. Last seen 2 years 4 weeks ago.
Posts: 73

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

Environment Artist

www.nolinestudios.com

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ryanwatkins8 wrote:

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 Smiling

http://eat3d.com/forums/xnormal

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

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

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

I took out AO map and normal map using Xnormal...did a test in 3dmax with out any Photoshop adjustments..thanks to Xnormal team for making such a wonderful application...

loeployprojectedodp.jpg

User offline. Last seen 4 years 5 weeks ago.
Posts: 24

very nice.

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

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..

odtext1.jpg

User offline. Last seen 2 years 2 weeks ago.
Posts: 297

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! Smiling

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

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....

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

So i have done some more work in the diffuse and normals..and just took a greyscale of diffuse as spec...i think this will be the color i will be going with...any suggestions...and just applied the materials in UDK and had a look

odtext2.jpg

User offline. Last seen 2 years 2 weeks ago.
Posts: 297

looking good man a lot better Smiling

User offline. Last seen 1 week 3 days ago.
Posts: 131

now this look real better. Great work!

User offline. Last seen 21 weeks 5 days ago.
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some more updates...

od_udk1_shyam.jpg

User offline. Last seen 2 years 2 weeks ago.
Posts: 297

nice, how did you black the background out like that? or is this in game?

User offline. Last seen 1 year 45 weeks ago.
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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.

User offline. Last seen 1 year 46 weeks ago.
Posts: 48

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 Smiling

User offline. Last seen 3 years 26 weeks ago.
Posts: 54

good work... and i agree with Madshooter, add more lights, its looking dark.. very well done..

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

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

User offline. Last seen 21 weeks 5 days ago.
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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?

 

The texture maps are 2048x2048

Best of luck for all the other contestants

 

Eye-wink

od_wire_shyams.jpg od_map_shyams.jpg od_but1_shyams.jpg od_but2_shyams.jpg od_but3_shyams.jpg

User offline. Last seen 1 year 46 weeks ago.
Posts: 48

Cool looks good.  As mentioned you have to put your final entry in your first post on the competition thread.

User offline. Last seen 1 year 1 week ago.
Posts: 34

Nice work

User offline. Last seen 4 years 7 weeks ago.
Posts: 12

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.

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

thanks SgtGreasy for the info...its my first attempt in texturing..Smiling

User offline. Last seen 3 years 48 weeks ago.
Posts: 30

Looks good to me.
Good luck for the contest.

User offline. Last seen 21 weeks 5 days ago.
Posts: 140

thanks guys