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Well if everyone else is doing it...
show user profile  Dave
It's been about forever since I've posted work here, but with a whopping 2 works in progress and 1 finished piece of art on the front page, I figured I'd contribute with a little something I've been tinkering with in my spare evenings.


Beginning the manual retopo:

I don't like how I've done the drawers, they seem a bit messy, edge wise. I'll need to re-consider how I do those before I continue with the others (since they're all going to pretty much have the same sort of topology)

I'd like to keep it within the 6k range, but I'm already beating back the poly's and it's nowhere near finished, so I reckon' it might end up closer to 10k. Final texture res will be 2k, single sheet. Might bump it up to 4k if it doesn't go well.

"I flew over Egypt once"

read 994 times
3/20/2016 6:40:25 PM (last edit: 3/20/2016 6:40:25 PM)
show user profile  STRAT
Cant comment on the topology, but the render is looking right tidy my friend :)


read 984 times
3/20/2016 7:10:59 PM (last edit: 3/20/2016 7:10:59 PM)
show user profile  Nik Clark
Sweet. Nice details too.

read 973 times
3/20/2016 8:36:35 PM (last edit: 3/20/2016 8:36:35 PM)
show user profile  jStins
Looking good Dave. Is this going to be game rez? If so, I wouldn't worry too much about making the low poly edge flow super elegant.

The only thing I notice on this high poly is the large ornamental pillars on the sides look a bit soft.


read 970 times
3/20/2016 8:45:37 PM (last edit: 3/20/2016 8:45:37 PM)
show user profile  Dave
Cheers folks,

@jStins: Damnit, I knew those side pieces were weak, but I would have definitely left them as is if nobody had mentioned anything. Well I guess that's a job for tomorrow evening then.

My "I want to keep it around 6k" comment has been completely annihilated. I neglected to think about the odd shape of the handles.

That's not even finished (obviously), and is 195 tri's, so estimated about 250 to do half of it. The other half = 500 total. Multiply that by 10 goddamn handles and I'm at 5k already! Will need to look at where I can make optimisations on those after I'm done retopo'ing I think.

"I flew over Egypt once"

read 962 times
3/20/2016 9:01:58 PM (last edit: 3/20/2016 9:01:58 PM)
show user profile  3Ddeath
It's looking really nice! was that zbrushed for those details? or just high poly modelled?

The topo seems pretty efficient for the details you're trying to keep, can't pick out anything on it.

Portfolio Site
read 937 times
3/21/2016 12:02:41 AM (last edit: 3/21/2016 12:02:41 AM)
show user profile  Dave
Ah sorry, I thought I'd mentioned what I was using, clearly not. This is all done in 3d coat, the unwrap/bake/texture will also be 3d coat only. And now it can publish to sketchfab at the click of a button, I don't ever need to open Max!

Anyway, I was a bit worried about how 3dc was going to handle the many overlaps of UV's I have planned, so I spent tonight getting the handles and knobs done to do a test bake. There are actually 2 versions of the handles (the smaller ones have slightly less geo)

Pretty happy with the results, this image is just a screenshot of a quick bake.

This is very good news, as it means I definitely won't need to leave 3dc after the bake (to clone/position repeated geometry)

I realise the knobs looks crazy low poly (and they are) but they're pretty damn small compared to everything else, so it should be okay when it all comes together.

"I flew over Egypt once"

read 929 times
3/21/2016 1:15:19 AM (last edit: 3/21/2016 1:17:20 AM)
show user profile  Dave
Minor update, although lots of tedious little tweaks have been done this Easter break. Also re-did the side pieces. Retopo is nearly complete:

"I flew over Egypt once"

read 804 times
3/29/2016 3:21:30 AM (last edit: 3/29/2016 3:21:30 AM)
show user profile  herfst1
Very interesting topology, I like it. Would almost be cool to use it to make a modern design version.
read 795 times
3/29/2016 4:18:25 AM (last edit: 3/29/2016 4:18:25 AM)
show user profile  LionDebt
I'm fairly tempted to say that you can easily shave off 20% of your triangles, especially on the front sides of all the drawers (excluding the central, curved ones). Last time I baked I was very surprised by how little geometry I needed to maintain sharp/crisp normal details. Unless of course your poly budget allows for it and you want the raised geometry for lighting/silhouette etc.
read 767 times
3/29/2016 2:08:15 PM (last edit: 3/29/2016 2:08:15 PM)
show user profile  Dave
Yeah, I know what you mean. The "details" on the drawers are minimal at best, so it does seem weird to model it in. My worry is that the circular cuts you see have created almost 90 degree angles where they connect with the body of the drawers, which is what I want, but experience has taught me that baking normal maps on super sharp angles doesn't go very well.

I'll have to do some tests though I think, see if it works well enough.

"I flew over Egypt once"

read 759 times
3/29/2016 3:02:05 PM (last edit: 3/29/2016 3:02:05 PM)
show user profile  LionDebt
Aye, personally I would be tempted to leave those circular-cutout / curved-raised bits entirely to the normal map. Just for the sake of brief achievement and realtime / game resolution. But, having said that current titles laugh in the face of polygon budgets and just go fuckin' wild! So another part of me would be tempted to just do that also :D
read 756 times
3/29/2016 3:30:02 PM (last edit: 3/29/2016 3:30:02 PM)
show user profile  ScotlandDave
Yeah man.. I think there's more detail in the ornate handles than is necessary for what it is - how about just a strip of like five polies, one flat either side for where they connect to the drawers and three in the middle for the arch/handle, then just let alpha and normal mapping take care of the detail.. I'd agree that you could lose a lot of polies around the rest of the model also, unless it really is a hero object within a specific scene. It's obviously a shame to throw away so much modelling detail by over-simplifying it, but you see this in games constantly where you can see the level of skill that's went into sculpting something only for it to look like shit in the actual game. A compromise would be LOD versions where you keep all that detail in the highest LOD and step down from that..

Website | Blog | Contact | Vimeo

read 747 times
3/29/2016 4:09:35 PM (last edit: 3/29/2016 4:09:35 PM)
show user profile  jStins
Good improvements on the corner pieces. What's the context here? I wouldn't be too concerned with poly budget if it's meant to be a bad ass looking hero prop, but if it's in the context of a larger environment, you may want to be more poly conscious. Either way I agree those large circular pieces could be left to the normal map. The trick is to change the angle from 90 degrees to 45 ish.

So in profile it's less like this


and more like this


It's important to remember normal maps fake surface direction, not depth

Sometimes you have to sacrifice accuracy to get good results.


read 706 times
3/30/2016 8:46:41 AM (last edit: 3/30/2016 8:47:19 AM)
show user profile  Dave
Cheers man, I am for sure planning to re-visit those handles and lessen the tri count, but using alpha'd planes is definitely way too low for me.

No context really, just a standalone piece. I do imagine it as sitting in quite a realistic environment, but currently there are no plans to literally put it in any scene. I wouldn't really call it a hero prop, I'm just after a decent well rounded model, I'd like to keep it at about 6k as mentioned earlier, which I think is not crazy.

And yeah, I know about normal maps + sloped surfaces, hence me retopo'ing the circular indents to begin with. I'm in two minds with how to proceed, it doesn't matter which I go with, I think they'll all work fine, just need to reach a decision.

"I flew over Egypt once"

read 684 times
3/30/2016 4:23:14 PM (last edit: 3/30/2016 4:23:14 PM)
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