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Guang's Sketchbook

polycounter lvl 6
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GuangArt polycounter lvl 6
Hi, now that I have a little more time, I would like to start a new thread with update works. C&Cs are welcome






Directories:

Starcraft Nova WIP Sep-/2012

Baneling Aug/2012

Smash Aug/2012

Hellhound Aug/2012










Hellhound(17-18/Aug/2012)

rendered with marmoset
7812708654_929f586917_b.jpg
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Tri-count 5870
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normal only
7812708352_a15a3329ff_c.jpg

Highres
7812708296_80a80c32ee_c.jpg
7812708230_1758a7abcf_c.jpg

Maps using 2k
7812708144_e7816ac736.jpg7812708018_ac4d4e46bc.jpg
7812708076_dc8fdac937.jpg
not really a lot going on in the spec map tho


I find that the spikes or teeth is very annoying when doing the low res mesh or UVtexturing, I wonder if theres a good way to deal with them??

Replies

  • nufftalon
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    nufftalon polycounter lvl 11
    Nice work you could enhance it by adding some passes of material in zbrush using bpr thats what I would do. Some ss might help his skin everything feels like the same surface. Think about the look of the surface the shine of the surface. Does he have slimy skin or elephant like rough skin? These are just a few of the questions you need to ask yourself.
  • GuangArt
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    GuangArt polycounter lvl 6
    thanks for the reply, I am very new to the game model workflow, I find to differentiate different materials just by using specular map is very challenging. For this model i wanted to go for a very fleshy slimy look, so for the specular map, should i have more noise and have a bigger contrast on the values?like using level adjustment??
  • butt_sahib
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    butt_sahib polycounter lvl 11
    Well as far as the model is concerned, you have your primary shapes and then you have your tertiary details, but i cant seem to find any secondary details. You need to go in and work on the model at lower subdivision levels atm.

    For speculars etc, you should read up on the polycount wiki which is an excellent resource and obviously, you should read up on what the experts say and by experts i mean the people over at ID.
    -Polycount wiki
    -id art reference
    You could also look into gloss maps.
  • Jack Ryan
    I'm not sure if there's any lighting in your diffuse shot - it doesn't look like it though, try a colour map shot with some lighting in there too
  • GuangArt
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    GuangArt polycounter lvl 6
    butt_sahib wrote: »
    Well as far as the model is concerned, you have your primary shapes and then you have your tertiary details, but i cant seem to find any secondary details. You need to go in and work on the model at lower subdivision levels atm.

    For speculars etc, you should read up on the polycount wiki which is an excellent resource and obviously, you should read up on what the experts say and by experts i mean the people over at ID.
    -Polycount wiki
    -id art reference
    You could also look into gloss maps.

    thanks for the reply! those tutorials are very helpful! Im not sure what secondary details you are referring, I thought what i am lacking was the tertiary details and the little holes and stuff are consider to be the secondary details?o.O Anyway thanks a lot!
  • GuangArt
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    GuangArt polycounter lvl 6
    Jack Ryan wrote: »
    I'm not sure if there's any lighting in your diffuse shot - it doesn't look like it though, try a colour map shot with some lighting in there too

    thanks for reply!it was my first time trying marmoset, the lighting i was using was the sunlight ambient preset with a spot light. How do people normally set up their light in marmoset?
  • GuangArt
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    GuangArt polycounter lvl 6
  • Jack Ryan
    GuangArt wrote: »
    thanks for reply!it was my first time trying marmoset, the lighting i was using was the sunlight ambient preset with a spot light. How do people normally set up their light in marmoset?

    I'm sorry I've never used Marmoset, I'm sure someone else will be able to help though!
  • GuangArt
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    GuangArt polycounter lvl 6
    New model I just made. To be honest I m not confident about this one. Design wise is fail. Trying to make a guy can smash with his arms.

    Brute'Smash' (19-21/Aug/2012)

    Tri count 4312, Using 2k maps, rendered in Marmoset
    7835377234_9414123c05_b.jpg
    7835377366_5e41aeb691_b.jpg

    Wire
    7835377526_9dd0b26aac_b.jpg

    Normal only
    7835378096_29c27728b5_z.jpg

    Hi-res
    7835377902_5f1950d76b_z.jpg
    7835377990_486d9e45b1_z.jpg

    maps
    7835377798_a319c8ac3f.jpg
    7835377698_de26c04855.jpg
    7835377620_8c4feb97f4.jpg

    Still trying to understand how the specular map works
  • butt_sahib
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    butt_sahib polycounter lvl 11
    Man you really did go in and tried to learn and improve. Thats what its all about. Excellent progress man, this new model looks ALOT better than the first one. The speculars are looking sweet aswell.

    As far as the level of detail i talked about is concerned, heres how i go about it myself. In the following example, lets say, we're modelling a finger
    Primary- A tube. Just to give a general shape and weight
    Secondary- Adding/taking away from the mess to add in the mass. The bigger details that tighten up the finger. Eg adding in the tendons, making the nail, hinting at the joints etc
    Tertiary- Really going in and adding details.Generally encompassing all stages/sizes of skin folds and the skin surface detail (bumps and veins etc)
    I hope that was understandable

    Looking great so far man. Keep chuggin'! :)
  • GuangArt
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    GuangArt polycounter lvl 6
    butt_sahib wrote: »
    Man you really did go in and tried to learn and improve. Thats what its all about. Excellent progress man, this new model looks ALOT better than the first one. The speculars are looking sweet aswell.

    As far as the level of detail i talked about is concerned, heres how i go about it myself. In the following example, lets say, we're modelling a finger
    Primary- A tube. Just to give a general shape and weight
    Secondary- Adding/taking away from the mess to add in the mass. The bigger details that tighten up the finger. Eg adding in the tendons, making the nail, hinting at the joints etc
    Tertiary- Really going in and adding details.Generally encompassing all stages/sizes of skin folds and the skin surface detail (bumps and veins etc)
    I hope that was understandable

    Looking great so far man. Keep chuggin'! :)

    Thanks! I was started to thinkin the same thing, about the second model, the definition on a lot of stuff is not clear enough, hard to tell what those are. Next one ill try to spend some more time on the sculpt:)
  • GuangArt
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    GuangArt polycounter lvl 6
    Hi, havent update for a while, have spent sometime last week to play the new Guild wars 2, Great art:)
    heres a new model I did for last couple days

    Baneling 31/Aug-2/Sep/2012
    Tris Count:2938 1K map
    7924328038_a79be11dd5_h.jpg
    7924328314_3a52b8a5dc_h.jpg

    norm only
    7924328476_d3fcb01f08_c.jpg

    wire
    7924327442_a0bc4ae5b2_c.jpg

    maps
    7924328944_527c2610e0.jpg7924328636_f47d220471.jpg
    7924328776_3c7d57f45e.jpg
  • GuangArt
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    GuangArt polycounter lvl 6
    A new model based on Nova from Starcraft Ive been working on. Original Concept by Paul 'Zeronis' Kwan.

    I will probably take a bit more time on this project.

    Im doing the one on the left
    8001350478_c36067162f_c.jpg

    8001348818_befd5f8c19_c.jpg

    8001348784_11e0bdc191_z.jpg
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