Hello everyone! Finally got permission to post some of the works I did on Red 5 Studio's Firefall. It's my first gig in the industry and I'm extremely happy to share them. Huge thanks to Polycount because it was through here I got recruited.
Amazing style and great work!
Is it crazy that I find this piece particularly cute?
The strangest adjective I could find for a piece of highpoly work, but there's something about the proportions and colors that makes it feel that way amazing
Congrats on the gig Ralphie!
I love the very stylized look of these. They are very inspiring for someone who hasn't broken through yet in the industry. I noticed not a lot of Filipinos are in the industry. Very refreshing to see someone from the same country do these amazing pieces! Gratz
Yeah there were a number of Greentooth-like sightings on other concepts as well, some of the concept artists might be Polycounters too.
As for the modeling tricks, not a lot really. Though I use the "double smooth" technique of Racer445 quite a lot. Also using a lot of floating geo's. For the paneling lines, not sure if you can call this a trick but this what I typically do especially for non-planar meshes:
When it comes to baking, it's really a never ending learning process and a lot of trial and error I think. You commit mistakes along the way then learn how not to commit them again.
1: I use floaters but i get an error in the AO where the geo is floating. what do you or anyone here would do to avoid that or get a proper AO with out that type of error?
(i usually try painting it out is PS)
2: How did you go about making a fully quaded sphere? 0_o (yes i'm serious)
Oh hey guys, Since my old thread was kinda goofed and I had multi projects and not a specific one and not all the stuff I actually made up I was suggested to post all the fire fall stuff in here and we just make this a pure fire fall dump :
boyluya, what exactly is the "double smooth" trick?
Make model consisting of quads and instead of using supporting geo you use smoothing groups to define hard edges, add a turbosmooth modifier set to preserve smoothing groups and another without on top.
Yeah let's just make this thread a single Firefall Art Dump. Mods please feel free to rename the thread title and edit the first post. Thanks! :poly121:
Oh hey guys, Since my old thread was kinda goofed and I had multi projects and not a specific one and not all the stuff I actually made up I was suggested to post all the fire fall stuff in here and we just make this a pure fire fall dump :
You guys are making us Red 5ers want to get our work together to join the fun :poly124:
Great to see this stuff hit the internet finally. You all do great work, but I'm sure you know that
Wait, I think I figured out the double smooth in Maya.
File menu> Proxy Subdiv Proxy> Select smoothed mesh> channel box set keep hard edges on> hit 3 on keyboard to smooth again> now move points on the subdiv proxy cage and harden/soften edges as needed.
Replies
Nice work man.
Is it crazy that I find this piece particularly cute?
The strangest adjective I could find for a piece of highpoly work, but there's something about the proportions and colors that makes it feel that way amazing
Congrats on the gig Ralphie!
...and please post more if you have.
Cheers
-Subbed
Yeah there were a number of Greentooth-like sightings on other concepts as well, some of the concept artists might be Polycounters too.
As for the modeling tricks, not a lot really. Though I use the "double smooth" technique of Racer445 quite a lot. Also using a lot of floating geo's. For the paneling lines, not sure if you can call this a trick but this what I typically do especially for non-planar meshes:
When it comes to baking, it's really a never ending learning process and a lot of trial and error I think. You commit mistakes along the way then learn how not to commit them again.
1: I use floaters but i get an error in the AO where the geo is floating. what do you or anyone here would do to avoid that or get a proper AO with out that type of error?
(i usually try painting it out is PS)
2: How did you go about making a fully quaded sphere? 0_o (yes i'm serious)
Yes!
In 3Ds Max, make a box, for example 32x32x32, turbosmooth it, then use the "spherify" modifier.
so let me toss in my stuff to the hat!
Make model consisting of quads and instead of using supporting geo you use smoothing groups to define hard edges, add a turbosmooth modifier set to preserve smoothing groups and another without on top.
Yeah let's just make this thread a single Firefall Art Dump. Mods please feel free to rename the thread title and edit the first post. Thanks! :poly121:
http://wiki.polycount.net/SubdivisionSurfaceModeling#Hard_Surfaces
Great stuff seforin! Looking forward to seeing Millenia's work too.
I would like to know more about your bake process , it is so nice and enviable:)
You guys are making us Red 5ers want to get our work together to join the fun :poly124:
Great to see this stuff hit the internet finally. You all do great work, but I'm sure you know that
File menu> Proxy Subdiv Proxy> Select smoothed mesh> channel box set keep hard edges on> hit 3 on keyboard to smooth again> now move points on the subdiv proxy cage and harden/soften edges as needed.