I am making some progress on a prop for bigger project and I am looking for some critique.
This is meant to be used as a fountain inside the courtyard of a moroccan house. I am creating the scene for a game engine, although I am not sure yet on which one to use. Any suggestions? I am limited quite a bit by my laptop, which is not the of the newest kind, I’m afraid.
This lowpoly model has diffuse, 2 normal (baked and detail, are going to be combined later on) and spec maps. AO is done at rendertime at the moment, although I am thinking about baking it to the diffuse map.
This is my first serious attempt on making a diffuse map, so I am looking for critique especially on this aspect. Grunge and moss in the gaps between the rounded decoration on the main bowl and on the footpiece is yet to come, but I would already appreciate any critique on any aspect of the model.
Thanks!
(Please open the fullsize view of the images, their are some artifacts in the reduced size view…)
Yea that looks like a nice low poly quality model. Love to see other people making low poly models for the game engine :yes:. Are the pictures realtime or renders?
@fpsgod17: the pictures are renders from blender internal, not the game engine @rossblenderart: yes, I know that it happens, I don’t hold a grudge against anyone
“low-poly” is relative though I will have to reduce the polycount, im afraid. there is quite a waste on the bottom part of those rounded archs… But I dread the re-unwrapping, re-normal-baking and retexturing, so i will first do other stuff for that scene…
@darkcgi: did you mean “bake” shadows? if so, which shadows do you mean? the only thing I can think of at the moment in terms of baking is ambient occlusion.
I will try to find a way to add some chips and other marks. I would normally suggest to sculpt them, but my computer isn’t able to handle even the smallest models in a resolution high enough to use the sculpting features comfortably. so I will probably revert to the normal-map-plugin in gimp