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Temple Trim Piece 3D by ZackF Temple Trim Piece 3D by ZackF
'ello again!

The folks over at Polycount seemed to like this humble trim piece so I thought I'd put it up over here as well. This is meant to be one of the pieces for my City of the Ancients scene. Let me know what you think!

Sculpted in zbrush 3, low poly mesh and projections in 3DS MAX 2008, textures in Photoshop CS4.
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:iconaaawhyme:
aaawhyme Featured By Owner Mar 8, 2014  Professional Digital Artist
how do you sculpt such hard edged things in Zbrush? whenever I make something in zbrush, and try to give it a hard edge, it looks sooooooo bad and still smooth!! It baffles me!
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:icontidalkraken:
tidalkraken Featured By Owner Jul 26, 2012  Professional Digital Artist
I'd be very interested in a tutorial on this!
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:iconybourykina:
YBourykina Featured By Owner Jan 7, 2010  Professional General Artist
that's gorgeous, and i love how nothing is mushy and everything actually looks like stone, awesome job!
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:iconizz-noxfox:
Izz-noxfox Featured By Owner Dec 8, 2009  Professional General Artist
I think it's really nice and must tile pretty discreetly, with a set of various tiling pieces you surely can build your city.
The only thing I wonder is what size is it supposed to be compared to the player? Here it could be a tall wall as well as the lower part of it reaching just the hips of the character.
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:iconzackf:
ZackF Featured By Owner Dec 8, 2009  Professional Digital Artist
Thanks! It's meant to be a low wall, at about the height used for handrails. But one of the great things about vaguely scaled assets like this is that in the hands of the right level designer, a given asset can be rescaled and reused in many different ways to improve run-time efficiency and save on the amount of unique artwork needed. :)
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:iconizz-noxfox:
Izz-noxfox Featured By Owner Dec 8, 2009  Professional General Artist
I was actually thinking it was fitting better as a low wall part^^
That's exactly what I appreciate with the Unreal assets, we use them in class to learn using the editor quickly and it's funnier when using the assets in a... "creative" way. I wanted to make a dancefloor at some point.
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:iconartqueen23:
artqueen23 Featured By Owner Nov 16, 2009
This must have gotten you pretty far as it looks to me like a pretty versatile trim set. I like the angled dent on the edges that break up the hard angles.Nice work.
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:iconjenbu3d:
Jenbu3D Featured By Owner Oct 19, 2009
nice man v.nice :)
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:iconzackf:
ZackF Featured By Owner Oct 20, 2009  Professional Digital Artist
Thanks Jenbu!
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:iconjenbu3d:
Jenbu3D Featured By Owner Oct 20, 2009
np :) dude you ever thourght of doing the unearthly challenge, if you are already sorry but if not you should :)
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:iconandalusian:
andalusian Featured By Owner Oct 18, 2009   Digital Artist
excellent work! you've got some serious skill with a polygon :) I like the detail and un-semetrical work you did with the textures, especially with the curly thingies.

I agree with SirCula: a liiiiitle bit of color would be nice...t would give the object more weight. I would look to adding some moss or dirt at the bottom or on over hanging pieces - think of where water would hit.

However, if this going to be used for a very very arid desert scene just plain dirt, gravel, etc.

what maps did you use? normal, spec?
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:iconzackf:
ZackF Featured By Owner Oct 20, 2009  Professional Digital Artist
Thanks andalusian! I can probably push the water damage and dirt a lot further, good point. I want to hold off on moss for now because eventually I should have it set up so that when I put a bunch of these in a row, the moss will show up in different places on each of them even though they use the same repeating primary textures. That way it should look more natural than if the moss was in the same spot on each of them.

Right now this has only a normal and diffuse map. There is some very slight specular but is based off a very darkened version of the diffuse at the moment.
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:iconandalusian:
andalusian Featured By Owner Oct 20, 2009   Digital Artist
post pictures of the changes when you do them!
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:iconsircula:
SirCula Featured By Owner Oct 18, 2009  Professional Digital Artist
very solid work, might need a little more colour but that depends on the final scene
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:iconzackf:
ZackF Featured By Owner Oct 19, 2009  Professional Digital Artist
Thanks man! Yeah, one of the things with this asset is that it would often be tiled 4 or more times in a row. So I would make a mesh that combines like 4 of them and have the standard unique texture tile 4 times, while a discoloration texture would be stretched across all 4. I might also try something with using a mixmap to blend in some moss on certain surfaces. So hopefully that would lend the final asset more color variation. :)
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:iconsircula:
SirCula Featured By Owner Oct 19, 2009  Professional Digital Artist
sweet :), sounds like a plan
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:iconhaven-in-shadow:
Haven-In-Shadow Featured By Owner Oct 18, 2009
Hey great job! looks awesome!
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:iconzackf:
ZackF Featured By Owner Oct 19, 2009  Professional Digital Artist
Thanks Haven!
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:iconhaven-in-shadow:
Haven-In-Shadow Featured By Owner Oct 19, 2009
Hey no prob!
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:iconkormyen:
kormyen Featured By Owner Oct 18, 2009  Professional Digital Artist
Looking very nice :D

Any chance of a wireframe view? =3
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:iconzackf:
ZackF Featured By Owner Oct 19, 2009  Professional Digital Artist
For sure, I'll see if I can include a wireframe and texture flat in the image soon.
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:iconkormyen:
kormyen Featured By Owner Oct 20, 2009  Professional Digital Artist
That would be awesome :heart:
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:iconplyczkowski:
PLyczkowski Featured By Owner Oct 18, 2009  Professional Digital Artist
Very very nice, I love how you do your models and textures.
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:iconzackf:
ZackF Featured By Owner Oct 19, 2009  Professional Digital Artist
Thanks man! You have some great hard surface work going on, looking forward to seeing more. :)
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:icondavincipoppalag:
davincipoppalag Featured By Owner Oct 18, 2009  Hobbyist General Artist
You're making that place one brick at a time!
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:iconzackf:
ZackF Featured By Owner Oct 19, 2009  Professional Digital Artist
Once I get the hang of doing sculpting work and setting up the right textures it should go a lot faster, I hope! Thanks Davemeister.
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:icondavincipoppalag:
davincipoppalag Featured By Owner Oct 19, 2009  Hobbyist General Artist
Pretty cool stuff =D
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October 18, 2009
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