Concept Art; The Temple of Silgrad City
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05-07-2008, 03:09 AM,
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Nice very nice.
Just one thing dont do such high quility work...did you apply any modifiers? Once you do make high poly objects its gonna have alot of problems in-game or wont work at all. Just becareful like i did with my bridge, keep it simple.
Maybe it's intuition
But some things you just don't question Like in your eyes I see my future in an instant And there it goes I think I've found my best friend -End Quote- Savage Garden BusterWolF |
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05-07-2008, 07:39 AM,
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Hi B, the first render was poly. But as i say i do all my modelling in nurb then convert to poly for render, texture etc. Every time i do a render i would have to convert to poly and it takes up time so i just do quickies using the nurbs. I will poly this whole structure when i get home and see where we are...
A quick question, Rhino 3D has something called weld which makes corners of low poly shapes look blended presumable using sharers or something. Is this something that exports and will work in game?
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Rickious AKA Richard Howard Concept artist, 3D modeller. Modder prefix= RH 3Dapp= Rhino 2Dapp= Corel Photopaint Moddng= TES4 Working On= Currently training and improving my 3D skills and seeking a career! |
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05-07-2008, 09:01 AM,
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Quote:Originally posted by Rickious ahh allright. You know what happens to me? once i start doing something with a high detailed object and when im really concentrating on the work, really going into it i kinda forget about the whole idea of making suitable for the game and i intended to make a low poly model at first but i cant because it all very detailed and done and there no such modifier that reduces poly's. Sometimes i get lazy on doing it agian its the very thought of time really. Im not sure about rhino but in max weld is simply to weld in verts.
Maybe it's intuition
But some things you just don't question Like in your eyes I see my future in an instant And there it goes I think I've found my best friend -End Quote- Savage Garden BusterWolF |
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05-07-2008, 09:14 AM,
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On Rhino...
Weld Removes texture mapping coordinate information from each shared mesh vertex. Each triangle vertex in the red mesh is welded to its neighbors. This causes the vertices in the red mesh to look smooth. No points in the blue mesh are welded. This causes the vertices in the blue mesh to look sharp. [/HR] Im not sure about, it, just like to know whats what and if it can be utilised. I was told TES4 doesnt support bump maps and only normal, is this true or does it still use bump maps where there are no normals? I ask as Rhino doesnt do normals (grrr) and i can think of a few times when bump maps would be usefull.
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Rickious AKA Richard Howard Concept artist, 3D modeller. Modder prefix= RH 3Dapp= Rhino 2Dapp= Corel Photopaint Moddng= TES4 Working On= Currently training and improving my 3D skills and seeking a career! |
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05-07-2008, 09:16 AM,
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I have not seen bumps maps used in Oblivion, so far I have only seem normal maps.
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05-07-2008, 09:21 AM,
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Right BW, Heres the temple so far converted to poly and joined...
4486 polygons EDIT:and again with a nice bone texture..
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Rickious AKA Richard Howard Concept artist, 3D modeller. Modder prefix= RH 3Dapp= Rhino 2Dapp= Corel Photopaint Moddng= TES4 Working On= Currently training and improving my 3D skills and seeking a career! |
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05-07-2008, 09:23 AM,
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Lookin good :yes:
How many polys can a model have if its being used in oblivion?
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05-07-2008, 09:24 AM,
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i think normal map and bump is the same in most ways, its called a "dot3 bump mapping" in other words. It to make low poly have high detalied textures.
Maybe it's intuition
But some things you just don't question Like in your eyes I see my future in an instant And there it goes I think I've found my best friend -End Quote- Savage Garden BusterWolF |
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05-07-2008, 09:26 AM,
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I dont know but this is quite large so can be split foe the LOD distance thingy. I know for the Areana in the 'Jobs for modellers' thread i think Razorwing said about 150k poly count for a cell. This is 4 k but I dont know how big of a cell its going into na dit needs the statues, windows, trees etc yet...
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Rickious AKA Richard Howard Concept artist, 3D modeller. Modder prefix= RH 3Dapp= Rhino 2Dapp= Corel Photopaint Moddng= TES4 Working On= Currently training and improving my 3D skills and seeking a career! |
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05-07-2008, 09:26 AM,
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Oh ok, did not know that
So that means you can make a low poly model add a really nice texture with bump mapping and it will still look good in game? Edit: So its a culmination of all models within the cell, that means you have to work out how detailed you can make a model. What a about a set of armor or a sword? I am asking cause I wanna learn using 3DS Max and I wanna get it right.
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