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#1 |
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mango smoothie!
Join Date: Mar 2004
Location: Seattle, WA
Posts: 603
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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. Last edited by pogimonz; 02-11-2009 at 12:11 AM.. |
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#2 |
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Nick/Spud/Spudmonkey
Join Date: Feb 2003
Location: Reading(ish), Engerlandshire
Posts: 1,570
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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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http://www.lowpoly.co.uk Last edited by Perversonality; 01-11-2009 at 11:54 AM.. |
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#3 |
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Unregistred User
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This is looking hawt, please continue.
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★★☆★AC-DC-BUDAPEST 2009☆★★☆★ |
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#4 |
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Registered User
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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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#5 |
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Registered User
Join Date: Feb 2007
Location: Orlando, FL
Posts: 967
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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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Speed Modeling Challenges Winner SMC #60 - Done in 60 Seconds Second Place SMC #52 - Take a closer look Honorable Mentions The New SMC's - 025 - Large Cappuccino with sugar My Web Site MY DWIV Thread |
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#6 |
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Registered User
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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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*--Remington ACR/Magpul Masada--* |
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#7 |
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mango smoothie!
Join Date: Mar 2004
Location: Seattle, WA
Posts: 603
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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".. =) Last edited by pogimonz; 04-11-2009 at 06:23 AM.. |
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#8 |
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Registered User
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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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#9 |
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Registered User
Join Date: Aug 2006
Posts: 400
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how do you generate those normal maps?
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#10 |
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Unregistred User
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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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★★☆★AC-DC-BUDAPEST 2009☆★★☆★ |
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#11 |
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mango smoothie!
Join Date: Mar 2004
Location: Seattle, WA
Posts: 603
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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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#12 |
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Registered User
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u think u could show us your alpha for the wood? please??
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#13 |
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mango smoothie!
Join Date: Mar 2004
Location: Seattle, WA
Posts: 603
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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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#14 |
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Registered User
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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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#15 |
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Registered User
Join Date: Aug 2006
Posts: 400
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right now I am giving xnormal a try. thanks!
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