- sHAdowgAme - 09-29-2009
Here is the high poly version of the entry gateway. the mantelpiece is meant to represent a the hist tree, and i will take that into zbrush to sculpt in some details.
- Koniption - 09-29-2009
Quote:Originally posted by sHAdowgAme
But I was wondering weather they LoD meshes are generated by the game engine, or if I should be making them as well.
You need to make them as well.
Koniption
EDIT: That high-poly model is looking pretty sweet.
- SACarrow - 09-29-2009
Looking very cool. For the organic modellers out there, aren't there techniques for using the hi-poly model in generating normal maps to carry some of that detail to the eventual lo-poly version?
Steve
- Xae - 09-29-2009
Looks very neat, very Aztec.
What kind of work can you do to make it look more stone-like and weathered?
- Ibsen's Ghost - 09-29-2009
Looks amazing! :yes:
Maybe you can use an earlier draft of some of the models to make far nifs. I see that some of your models are a little indistinct at first and then gradually gain detail. If these models are low-poly, I'd imagine they would work as far nifs without any extra effort on your part...just a thought.
I'm not sure how you'll go about the 'weathering' effect either but I'd be fascinated in finding out how you might get the textures to fit. I know that KP does things with textures that makes me wonder how on earth she did it but as an amateur texturer, this looks very complicated to me. I just wondered if you regarded this as a potential problem or not...?
- Senten - 09-29-2009
Wow, looks great shadowgame!
Keep up the good work!
`SN
- Koniption - 09-29-2009
Quote:Originally posted by SACarrow
Looking very cool. For the organic modellers out there, aren't there techniques for using the hi-poly model in generating normal maps to carry some of that detail to the eventual lo-poly version?
Steve
Yeah, I've heard that too. I don't know how to go about doing that in my program though. I never bothered to learn how, neither. My models always start out low poly-ish to begin with anyways, and I never evolve them into high-poly versions.
If sHAdowgAme wants to give hints and tips on how to do that in ZBrush (I think he said he has ZBrush), maybe zaneeba can then do that on his end for his high-poly models - generate a normal map, I mean. I'm not sure, but I think this involves UVMapping?? And zaneeba is having problems doing that...
Koniption
- sHAdowgAme - 09-29-2009
Xaeaix : Weathering effects will be done by sculpting it in Zbrush, and by being clever with textures.
SN:thanks!
KP: There is a a tool in Zbrush called Zmapper, which will project the highest subdivision onto one of the lower ones. It does have a UV unwrapping tool, but I never use it.
You can also use Xnormal for generating Nmaps. It is a free program.
- sHAdowgAme - 10-01-2009
here is some progress from today.
- Xae - 10-01-2009
Those holes in the shapes, is that because you are going to "break" some of the engravings to make the thing seam less symmetrical?
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