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Thread: Quick-Crit 2008-2009

  1. #5251
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by MetKiller Joe View Post
    Does piece mean that wall or the individual bricks?
    Its broken up into multiple pieces.

  2. #5252
    Hmmm... MetKiller Joe's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Disaster View Post
    Its broken up into multiple pieces.
    Could we see a wire and the pieces separately?

  3. #5253

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Disaster View Post

    Modular brick wall assets I made today in zbrush. THe low res mesh is sitting at 6k triangle per piece.
    looks good, but what people are saying, about it being too scratchy is right, i'll go into detail a bit more.

    what youve got there is a load of detail which is all at the same frequency, the same size.

    what you would want, is low-frequency detail, medium, and high frequency detail. (for 2 reasons)

    the low frequency detail would be a rough wave-ish going over the surface of the entire wall, giving the walls bit of extra depth to it, instead of being totally flat. the medium detail would be individual bricks being broken off, corners cracked off, some bricks going deeper into the wall, some extruding a little bit. then there's the high frequency detail, which are all your little cracks (which you've got a bit too much of tbh) and youve only got scratches on them.

    look on some real briks, theres busted corners, some bricks cut in half completely, they've got dimples, little holes. and actually not alof of scratches at all (depends on the type of rock ofcourse, but you get the point)

    that's reason 1 realle, having it look credible.

    reason 2 would be when you take it into max, you've got to optimise it first, a simple polycrunch would do the trick. (6 million polies in max doesn't work well if you don't have at least 8 gigs of ram etc)

    these applications generally are a bit picky though, they tend to decimate flat surfaces alot, and losing the small detail on them in the process. having the large frequency details on it deforms the surfaces a bit, giving the small detail a better surface to hang on to when it's being decimated, (basically, having more low frequency in it, makes the high frequency come out better when you import it to max for normal baking)

  4. #5254
    Glorious Beacon of Light Disaster's Avatar
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    Re: The Studio Quick-Crit Thread

    Thanks. I'll take that into account when I work on the high poly a bit more later.

  5. #5255
    Cancer paladin's Avatar
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    Re: The Studio Quick-Crit Thread

    What time period are you aiming for, because even masons from the earliest part of last millennium (1000+) had fairly uniform bricks. The details would affect the surfaces after the wall was created so you would not have as much variation on the tops and bottoms of the bricks. Plus, masons would cut and put mortar between rows to get an even and level surface for the next row.
    Last edited by paladin; September 23rd, 2009 at 07:35 PM.

  6. #5256
    walk the platypus Cagerrin's Avatar
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    Re: The Studio Quick-Crit Thread

    http://www.modacity.net/forums/showp...postcount=1599



    I really have no idea why I modelled this.

  7. #5257
    Haerkashap n00ber's Avatar
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    Re: The Studio Quick-Crit Thread

    the cake is a lie

  8. #5258
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    Converted ODST Silenced Pistol to normal Halo 3 one...

    1822 Triangles.


  9. #5259
    Bring it biatch
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by neuro View Post
    yeah you're right, you're not very good at this at all.

    What happened to the helpful nero.

  10. #5260

    Re: The Studio Quick-Crit Thread

    scroll up

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