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Author   Topic : "Pillar Unreal Asset"
Gotnospoons
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Joined: 09 Aug 2007
Posts: 124

PostPosted: Tue Apr 28, 2009 6:56 pm     Reply with quote
Here is the latest work from me, haven't posted in a little while so I thought I would share. 1024 Maps (originally created in 2048 for class project size but I then condensed them to 1024), Normal, Spec, and Diffuse. Done with 3Dsmax 09, Zbrush3, Crazy Bump, and Photoshop.

Thanks.






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Matthew Is Godzilla
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Joined: 12 Apr 2009
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PostPosted: Thu Apr 30, 2009 9:16 am     Reply with quote
started to think Quake when I saw it.
I think you gonna need more detail though, not sure what kind of vertices limits there are in new games? but they do allow a lot of detail nowadays.

The cables, were they build out from the solid or did you attach them to the solid?
Looking at it a little more I think you could make the pillar detach a little more from the wings in the design, looks like one piece. unless that's what you are looking for?

Hope it is ok with questions and crits, I am starting to involve myself with 3d again but hell detail is difficult I know.
Saw a guy post a weapon in one of the Blender forums, amazing. The amount of detail some guys can do is amazing.
If you ask me though I think that's difficult aswell, knowing when to add detail in textures and how to add bolts convincingly to a solid.

ok later
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Gotnospoons
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PostPosted: Thu Apr 30, 2009 9:30 am     Reply with quote
Questions and Crits are always welcome, thats why I post! =D

You are right, I should have added more poly's but it has been an uphill battle. I learned how to model very low poly and conservative and now there really isn't a poly limit on new games. Well there is but they allow for a huge amount of poly's.

Yes the cables were a seperate object that I attached to the pillar.

I was going for a one peice look, there is an underlying build that they added conrete over for the overall feel of the pillar. But hey, if it looks wrong then it looks wrong, great crit.

I am just starting to learn to use Zbrush and my normals still look weird. I figured it has to do with subdividing my polys better. Most of my time was spent in Zbrush...what a horrible interface, but it gets the job done.

Thanks again.
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Matthew Is Godzilla
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PostPosted: Fri May 01, 2009 12:32 am     Reply with quote
btw are you involved in a 3d forum? Reason why I am asking... would you be interested to start some kind of 3d thread here in Sijun?
Though I have to warn you I am just doing this as a hobby, anyway: it could be fun.
I asked about it some time ago in the discussion section but thankfully the thread was removed, just using Blender here but it's all 3d right?
ok later
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Gotnospoons
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PostPosted: Fri May 01, 2009 7:43 am     Reply with quote
I purposely post here because I like the overall artistic eye not just some 3d nerd saying that "this poly is out of place or extrude more here," I am more interested in the overall look and feel of what I do and everyone here is great on crits and letting me know what I am bad at and what I am good at.

I would love to start a 3d thread here in sijun. I could get more people involved too that would like to be a part of it.

Blender or not 3d is 3d and blender can produce from fantastic results from what I have seen.

Thanks
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Matthew Is Godzilla
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PostPosted: Fri May 01, 2009 9:18 am     Reply with quote
yea ok cool I am starting one now, we will see how it turns out.
Not gonna set down rules, just members can freely post their 3d scribbles and or finished pieces or objects.
Thanks again
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Matthew Is Godzilla
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PostPosted: Fri May 01, 2009 9:34 am     Reply with quote
btw let me know if I should change the title or anything about the thread.
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