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Old 01-11-2009, 06:34 AM   #1
pogimonz
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Environment Props and stuff!

I've always wanted to start a thread on making game environment art.

here's the first project to start things off, a pirate's treasure chest.. I threw some quick textures on the low poly it's a little cartoony, I'm thinking about redoing it.
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Old 01-11-2009, 11:23 AM   #2
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Very nice mate. It is a bit cartoony right now, but that's not necessarily a bad thing as it works well with the details. Perhaps just dirty it up a bit and it will be done
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Old 02-11-2009, 08:23 AM   #3
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This is looking hawt, please continue.
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Old 03-11-2009, 05:45 PM   #4
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Lookin good. Do you have a specular for this? It would prolly help your normal a lot!

The casting also looks clean!
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Old 03-11-2009, 06:07 PM   #5
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Very nice man. I don't mind the cartoony look at all. I think more people should do that style.
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Old 04-11-2009, 04:52 AM   #6
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The cartoony look definately works. It reminds me a lot of the art style in the new game League of Legends. Looks great thumbs up!!
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Old 04-11-2009, 06:08 AM   #7
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I'm glad you guys like the treasure box.. wasn't sure if the cartoony look would work for it.. but looking at it I guess I'm happy and satisfied w/ the final =).

I made this canon for the speed modeling "legendary weapon" comp.. But I've exceeded the 2hr limit so I will not be entering it for the comp, plus I think the rules requires more poly modeling methods and not sculpting =/..

anyway I had fun making it, I wouldn't call the sculpt done, but defenitely finished w/ this project and moving on..

and here's my "Ancient Feudal Canon".. =)
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Old 04-11-2009, 03:20 PM   #8
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Dude! The wood looks freaking cool! And do the engravings on the cannon. Tho I think the cannon looks a bit grainy.

Did u use alphas for the wood?
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Old 04-11-2009, 09:22 PM   #9
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how do you generate those normal maps?
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Old 05-11-2009, 08:17 AM   #10
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Dude, this cannon is super cool as it is now. I wonder how good will it look as low poly. Freaking mindblowing.
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Old 05-11-2009, 08:03 PM   #11
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Neto: yep you're right the cannon is looks too grainy, I was going for the metal look, I guess I over did it, haha.. lesson learned. =) Also yes I used alphas for the wood, i just made a quick one in photoshop.

Dopefish: I generate my normal maps in 3ds max, I believe Xnormal is more efficient and faster, but I haven't had the chance to learn the program.. google normal maps, there's tons of tutorials on the topic. hope that helps.

Next One: thanks for the compliment =D.. I'll make a low poly on the next cannon I'm working on.. the first one I made is more of a test run..

thanks for viewing!
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Old 05-11-2009, 11:55 PM   #12
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u think u could show us your alpha for the wood? please??
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Old 06-11-2009, 12:01 AM   #13
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neto: sure thing.. here yah go buddie. =)

tip: also play around w/ the z intensity when you're applying it (you probably already know that, haha)
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Old 06-11-2009, 07:31 AM   #14
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Thanx homie!

I got a few questions tho..lol.

I use alphas all the time, but never really made my own. What's the difference between using the feather circle edges to using the feathered square edges?
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Old 07-11-2009, 07:55 PM   #15
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Quote:
Originally Posted by pogimonz View Post

Dopefish: I generate my normal maps in 3ds max, I believe Xnormal is more efficient and faster, but I haven't had the chance to learn the program.. google normal maps, there's tons of tutorials on the topic. hope that helps.
right now I am giving xnormal a try. thanks!
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