Game Art - Pillars [blend file]

Well after some time of doing nothing with blender I decided to start making some next-gen game props, and this time I decided to recreate my own “Old Damaged Pillar” game prop in blender. I used the sculpt to make the high resolution, and then I use decimate to make a low poly model… I know this is not the best technique but, I have to say I don’t take care about polygon count, I just wanted to do some practice… :rolleyes:

http://salvador.mata.com.mx/blog/wp-images/portfolio/BP_Pillar01a_.jpg

VImeo Video
http://vimeo.com/3292205

Here in my blog have some other pics and the blend file

Thanks :yes:

looks nice :slight_smile:

Very nice!
You can do a great “pilar game”!! :wink:

Looks really cool! I’ve always used decimate after a high res model for normal mapping. I’d like to know a better technique…
Good job on the textures.

what does decimate do on high poly models?

This is a VERY good quality model, and it shows what Blender’s graphics engine can be truly capable of. Nice work!

It befuggles them up. My technique is to create decent low-poly model first then build the high poly from that,but that is more suited to organic modelling. so they both have their ups and downs.

By the wai, mataii you should create a normal map from out of the colour texture, and add that (in a separate texture channel) on top of the high poly normal map, which will literally squeeze out all the detail from every pixel.

wow, very nice! this makes me wish my comp supported glsl…

Thanks ShadoX :slight_smile:

Thanks :slight_smile:

Thank you :), well another technique is to model by hand… but some times and with some objects, like this pillar, decimate works ok… maybe not the best/optimal, but fast…as I said, I dont take care about polygon count here.

It is a modifier, you can use it to reduce the poly count on your models, it will try to keep the original shape but with les geometry, so I use it to make a fast low poly version :slight_smile:

Thanks so much dave12345 :smiley:

By the wai, mataii you should create a normal map from out of the colour texture, and add that (in a separate texture channel) on top of the high poly normal map, which will literally squeeze out all the detail from every pixel.
Sure :yes:, I did in that way, look at the picture below:

Detail normal from diffuse & High res Normal -------- High Res normal map
http://salvador.mata.com.mx/blog/wp-images/portfolio/nmap_comp.jpg

I just erased the normal map from the brick area because I realized that the pillar are just concrete :o, but I left the brick texture.

Thanks zymm :yes:

I want to know how you get normals what program to use and how to make good textures too?

http://eat3d.com/pillar

I use the bake tools of blender, and to make good textures you have to practice :yes:

yes, that’s why I said “recreate” in the first line of the post, I don’t know the whole technique they used in that tutorial, I just did it as I used to do :yes:

Hi

Great example, and good work, very professional :). The speculars are good , I hope to see more work from you.

And thanks for the blend, it’s always interesting to see example for the BGE :wink:

yea ah i don’t get the baking and normal map thing:no:. I mean first i don’t know how to bake textures:o, and second i don’t know how to make normal maps work:(

Thank you blendman :), you’re wellcome :wink:

Te bake tools are next to the anim panel in the render buttons :slight_smile: check this link for more info

http://wiki.blender.org/index.php/Doc:Manual/Render/Bake

I’m curious, how did you get the low-poly uvs to match up with the high poly uvs? Or does the decimate modifier not mess w/ the uv coords? And how many polys was your model, before you decimated it? It looks great, how long did it take you? lol, lots of questions. But again, good job.

Well, you only need to make the high resolution model, and add some details on it, without UVs… then in this example I take a copy of the high resolution model, apply de multires option, and then apply the decimate modifier and just by adjusting values I decide when the new Low Poly object is ready to use, and then some editing to remove some triangles and weird geometry, when ready the next step is to define the UV’s

The high res model was 90,112 Faces, not too heavy.

:slight_smile: