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Published: 2011-03-21 19:41:56 +0000 UTC; Views: 4045; Favourites: 27; Downloads: 263
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Description
Yeah had to leave this for a while as I worked on some other projects..so many unfinished works lying around : PHere is the finished work of my concrete barrier.
Link to High poly: [link]
Go check out the timelapse it's awesome (honest) : P
[link]
Specs:
1250 tris
1024x1024 maps
Rendered in UDK
Related content
Comments: 14
Caetis [2011-03-22 04:56:18 +0000 UTC]
Very nice work getting the depth in the ridges there. Looks great. Funny how simple props are often the most challenging to make look good, but you've done a great job.
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Redecorator In reply to Caetis [2011-03-22 07:27:02 +0000 UTC]
Thanks man! appreciate it!
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Redecorator In reply to wrshredder [2011-03-22 07:27:47 +0000 UTC]
Kiitos! missΓ€ koulussa opiskelet?
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wrshredder In reply to Redecorator [2011-03-22 13:56:30 +0000 UTC]
Sakunnan Ammattiopistossa Nakkila/VillilΓ€
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InKonSiderate [2011-03-21 23:53:33 +0000 UTC]
This is sweet man, I've always wanted to get into low_poly modelling and the Unreal Dev-kit.
Thanks for the timelapse!
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ExplodingSeashells [2011-03-21 21:18:34 +0000 UTC]
hey mate, good work, some nice texturing. However there is a lot of wasted UV space and also the space between each UV shell is different. If you unify the space between each shell it will help to optimize the space a bit more. And remember that the space required between each piece is going to be affected by the size of the texture you're after, and/or if you're using mipmaps.
nice work otherwise, keep at it.
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Redecorator In reply to ExplodingSeashells [2011-03-22 07:43:39 +0000 UTC]
I kept all the uv islands the same size except the circular socket thingy. Sometimes I leave too much space for padding around the uv islands, but usually I don't want to go too close to the borders. 3-4 pixels is just so little compared to 3-4 pixels in 128 or 256 texture as I work on those resolutions a lot more than 2048 or 1024 maps.
Thanks man, I have to be more careful : )
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ExplodingSeashells In reply to Redecorator [2011-03-22 10:43:41 +0000 UTC]
sounds like you got it down. Keep at it, i wanna see some more props!
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naro5656 [2011-03-21 20:13:07 +0000 UTC]
did you model it on 3D max?
and if you did
did you turbosmooth it before you get it to Zbrush?
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Redecorator In reply to naro5656 [2011-03-21 21:09:20 +0000 UTC]
modelled it 3ds max and no I did not turbosmooth it before zbrush, I only added extra loops near the corners.
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naro5656 In reply to Redecorator [2011-03-21 21:14:58 +0000 UTC]
i thought that you must turbosmooth objs before you get them into Zbrush so Zbrush get more details and info about it O.o
good you told me
i was wondring if you can make a fast tutorial about modeling it on 3D max so and the step of passing it to zbrush
it would be so useful and i dont think it will take more than 2 mins tutorial
xD
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Redecorator In reply to naro5656 [2011-03-23 18:18:01 +0000 UTC]
Instead of doing my own tutorial I ask you to check this tutorial [link]
Usually you want to give your object even quads topology to get same amount of detail all around.
Hope it helps : )
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