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amaterasu111 — Candelabrum

Published: 2012-04-06 22:31:30 +0000 UTC; Views: 2302; Favourites: 32; Downloads: 68
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Description An asset for the church environment I'm currently making. I'm aware that 15051 tris for a lowpoly model is a bit too much but there's a lot of details, it's a unique asset in the scene and I didn't want to screw the model so it would bake correctly. I think I can still reduce the polycount but I'll see when I'll have several more assets if it's necessary or not.

Software used: 3ds max, ZBrush, XNormal, UDK
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Comments: 25

SecretlyaZombie [2012-10-30 13:55:26 +0000 UTC]

beautiful, very nice done! (:

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amaterasu111 In reply to SecretlyaZombie [2012-10-30 23:29:08 +0000 UTC]

Thank you very much!

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Suracii [2012-04-24 20:13:25 +0000 UTC]

Very nice job on the unwrap with that model o.0

But isn't maybe better to make the middle part with just planes? cause 15k really a lot for a low poly xD

Great work thought, love it.

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amaterasu111 In reply to Suracii [2012-04-24 20:26:28 +0000 UTC]

Thanks a lot!

The unwrap was maybe the easiest part to do in the whole process.
I know for the middle part, I'm gonna change it because it's too high poly for the actual "in game" environment. I'll probably keep this version for my portfolio, though.

Thanks for the feedback!

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BrentOGara [2012-04-10 00:45:38 +0000 UTC]

This is beautiful, and so complex! That entire top half though could be very easily replaced by 2 triangles with transparency. I wouldn't try to make a med-poly version at all... I'd make 1 LOD at 128 tris and 5122 maps, then use this one right before the camera gets close enough to see the flaws in the LOD.

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amaterasu111 In reply to BrentOGara [2012-04-10 09:33:35 +0000 UTC]

Thank you!

I hadn't thought of reducing this part on a 2 tris polygon but it's a great idea since the area is almost planar. I'll probably do that for the final asset. I've looked at it and it saves me about half of my tricount. Considering that I can still optimize the rest of the model, it should bring my tricount down a lot.

Thank a lot for the feedback!

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BrentOGara In reply to amaterasu111 [2012-04-10 10:50:26 +0000 UTC]

You're welcome! I had some instructors in college who were really insistent that details like LODs and UV maps make sense and use the available resources for maximum impact with minimum 'cost'.

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amaterasu111 In reply to BrentOGara [2012-04-10 19:57:03 +0000 UTC]

For that, I mostly know the theory but keep failing at doing the right thing. It's either I put too many tris or too few. I should learn about the good middle.

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BrentOGara In reply to amaterasu111 [2012-04-14 16:33:44 +0000 UTC]

I was never good with the middle either!

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Krodil [2012-04-08 10:04:56 +0000 UTC]

nice work!

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amaterasu111 In reply to Krodil [2012-04-09 14:47:42 +0000 UTC]

Thanks!

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Krodil In reply to amaterasu111 [2012-04-09 15:37:53 +0000 UTC]

u welcome

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YaVaho155 [2012-04-07 16:14:26 +0000 UTC]

Looking good, but depending on how prominent this will be you will really want to lower the tri count, and even might reduce the texture sizes. You're using UDK? Planning to make a game with this? Then I'd say drop it A LOT. 15k tris is about the minimum amount they use for characters in third person games (thus always standing in front of your sight) and even if this is a unique prop it'd still just ask a very heavy toll on your performance, given you'll want to keep the same level of detail in the whole scene.

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amaterasu111 In reply to YaVaho155 [2012-04-09 14:53:43 +0000 UTC]

Yes, I'm aware of this. I don't plan on making a game, just an environment for my portfolio but even so depending on the rest I might have to reduce the polycount and texture size. Like I said in the description, I want to have more props and to have more things for the project before deciding what I want to do with it.

Thanks for the advice! I'll definitely take it into consideration for later in the project!

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Hera-of-Stockholm [2012-04-07 10:45:37 +0000 UTC]

Lovely! You're gonna sell it?

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amaterasu111 In reply to Hera-of-Stockholm [2012-04-07 10:57:30 +0000 UTC]

Thanks!

No, I'm going to use it in an environment for my portfolio.

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Hera-of-Stockholm In reply to amaterasu111 [2012-04-08 17:23:15 +0000 UTC]

Okay - too bad, I've wanted something like that

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YoukoKitsuneBi [2012-04-07 06:56:07 +0000 UTC]

This is a really nice piece. You did an excellent job on it.

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amaterasu111 In reply to YoukoKitsuneBi [2012-04-07 08:32:56 +0000 UTC]

Thank you!

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ACXtreme [2012-04-07 00:17:45 +0000 UTC]

looking at these UV maps always makes my head hurt -_-
nice lil piece tho

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amaterasu111 In reply to ACXtreme [2012-04-07 08:32:46 +0000 UTC]

Thanks a lot!

The UV maps weren't that complicated to do.

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LittleSardines [2012-04-06 22:57:25 +0000 UTC]

Looks great!

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amaterasu111 In reply to LittleSardines [2012-04-07 08:30:06 +0000 UTC]

Thanks!

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Basicdrawings [2012-04-06 22:32:19 +0000 UTC]

Wow
So much detail there

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amaterasu111 In reply to Basicdrawings [2012-04-06 22:37:50 +0000 UTC]

Yeah, I know. Took me a while to finish it

Thanks for the fav!

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