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 Tsdamns corner 
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Rank 8
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Joined: Sat Jun 08, 2013 2:53 pm
Posts: 38
Good evening.

Been working on my modelling and decided to actually make something. Professionals nowadays seem to favor pipes in their bdsm setups (kink.com anyone?), so I started on a kit for that purpose. Stuff fits together quite nicely (just have to tweak model origins a bit more) so 'building' something takes only a few minutes. Dont have textures yet (the ones in pictures are just colors trough diffuse bsdf in cycles with some ao) and polycounts are sort of worrying me. Of the pictures below, lowest is 7.5k and highest almost 12k. I might be stuck to hl1 with my counts though, so someone who knows should advice here. Also, should I try to get as much as possible into same UV / texture sheet, or just split every part into its own?

http://s22.postimg.org/b99h8tz0h/Pipes_01.png
http://s8.postimg.org/df2v6tj6t/Pipes_02.png
http://s11.postimg.org/qarmaekub/Pipes_03.png
http://s13.postimg.org/3v4vhsfjr/Pipes_04.png
http://s23.postimg.org/6yjdkp26z/Pipes_05.png

I think I saw a request for something like the last picture in the other thread... For the size of these things, I'm just pulling lengths out my ass, so are they human compatible is anyones quess.. Anyways, what you guys think?


Wed Oct 09, 2013 7:08 pm
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1835
The images look nice. I think building your own devices that way could be fun.

Poly counts of 7-12k should pose not a problem. Of course the lower the better but they can always be reduced.

We use 1 unit is 1 meter.


Wed Oct 09, 2013 7:55 pm
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Joined: Wed Aug 21, 2013 12:34 pm
Posts: 130
Looks good. :) What program do you use?


Wed Oct 09, 2013 9:18 pm
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Rank 5
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Joined: Tue Oct 08, 2013 3:52 pm
Posts: 16
very nice work, hope your creations get ingame :)


Wed Oct 09, 2013 10:41 pm
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Joined: Sat Mar 30, 2013 8:43 pm
Posts: 154
That is very cool indeed, they just need to be brought up to the quality level of XSP.


Thu Oct 10, 2013 5:30 am
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Rank 8
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Joined: Sat Jun 08, 2013 2:53 pm
Posts: 38
I'm using Blender & Gimp. Started on textures and found out I still suck with them. Still, got some (unrelated) work in:

http://s22.postimg.org/ijr7fldsh/Wand_W ... _10_10.png

Mesh i am quite happy with (tricount is around 4.7k). Textures are still work in progress. A lot. In reference the band is chrome but I kinda think it needs the color.. Perhaps pink instead of that baby blue?


Thu Oct 10, 2013 7:08 pm
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1835
We also support normal maps for baking high tessellated forms onto lower poly forms.

Like this:

http://wiki.polycount.com/NormalMap/

So its always useful to also keep a low poly version of your model, to be used for that later on.


Thu Oct 10, 2013 7:15 pm
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Joined: Wed Aug 21, 2013 12:34 pm
Posts: 130
Damn you beat me to it . :D I was going to make a wand. Very nice looking.


Fri Oct 11, 2013 1:57 am
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Joined: Sat Jun 08, 2013 2:53 pm
Posts: 38
Thanks. But it is not that nice, so make a better wand. Healthy competition only drives quality up which has its obvious benefits considering the whole =) Also, my knowledge about normal maps seems to be from hl2 era, got to upgrade and get proper use out of them. Could most likely get better look with half the tris..


Fri Oct 11, 2013 6:35 am
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Rank 8
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Joined: Sat Jun 08, 2013 2:53 pm
Posts: 38
Ok, todays schedule: bang head against wall with normal map bake.

http://s9.postimg.org/60zmvqcsf/Wand_Wip_2013_10_11.png

On plus side, its now 2650 tris. On minus, the one with normal map looks worse.. And thats before you take into account the fuckups i had with the uv layout.


Fri Oct 11, 2013 8:41 pm
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