Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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ratty redemption [RIP]:
I tried a slightly different method of shrink wrapping but it won't then decimate the mesh, due to loads of non manifold errors. so tomorrow I'm going to try again. anyway here's an image of today's attempt.



edit 1: I managed to fix the shrink wrapping :) this images shows the mesh still with the off cut verts which I'll remove when I decimate and clean up the mesh tomorrow.



admin: Ratty where-ever possible try and consolidate posts rather than doing consecutive ones, it just keeps things a bit more tidy and logical. kat

edit 2: here is the cleaned up mesh after skrink wrapping.



I think this is detailed enough and is about 1000 tris for the 1st out of the three cliff sections I'll be working on.

edit 3: after some tweaking of the new mesh to help baking, I've now got a working normal map. I also tested my glsl material from my rocks on this cliff face with a few scale values increased. I'm intending the crack layer to have more cracks, even if it's not going to be used on this model.

ratty redemption [RIP]:
sorry kat, and I will try to remember to do so. if I ever forget feel free to merge my posts :)

ratty redemption [RIP]:
starting a new post for this image as the previous post was getting too long I think.

I've not done any more work on the crack normal layer today, but I think I've improved the diffuse and basic/detail normal layers.

in this perspective image, the camera is quite close to the cliff face and there is still a lot of high frequency detail. next on my to do list is try to mix in some more variation to the diffuse and then add to some cracks, over the next few days I'll then work on the other 2 sections of this cliff.



edit 1: here's two images of the latest diffuse tests. I used a photo source of real rocks for the basic diffuse layer and a smaller tiled dirt texture for the detail layer. the normal maps are the same as in the last images. also none of these recent images have ao or spec maps, just the uniform spec lighting that comes with blender.



edit 2: in between mainly doing real life stuff over the last few days, I've managed to do enough of the new rock material to be satisfied for the time being. so for the next few days I can focus on the meshes again. after that I'll probably do some more work on the crack normals.

kat:
What did you get the final poly count down to? I'm not sure you really need to do too much else to this, based on the shots above it looks pretty good so I wouldn't go OTT with the 'crack' layering else you may end up over-egging the pudding, especially if the cracks don't follow the general contours present in the mesh. Did you use a tiled texture on this as well? That might allow you to do some nice blending top and bottom with other textures to break up the 'uniform' appearance you've got atm. Nice job so far though *thumbsup*

ratty redemption [RIP]:
I've not yet tweaked the mesh so thats still about 1000 tris for this section.

the material consists of a 1024 size dark grey photo sourced rock texture, which is tiled 2x vertically and horizontally, then a 256 size light brown dirt texture tiled 24x, a 1024 size baked normalmap from the model mixed by nodes with a baked normalmap of the diffuse, then a 1024 size detail normal map with cloud type noise, and finally a specmap mixed in the nodes from the diffuse.

so no specific crack detail layers, do you really think I could leave them out?

and can you elaborate on the "blending top and bottom with other textures" do you mean rock to grass type alpha blending?

I'm open to any suggestions for improving this but agree there probably isn't much more needed.

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