purplekami vertex

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purplekami
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https://alexisfaintreny.artstation.com/

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  • Think I'm ready to call it finished even though there's still improvements that could be done.
  • Decided to make a video of my sentry turret. It was a lot of fun to animate it. More renders: https://www.artstation.com/artwork/xra04
  • Working on a sci-fi bike. Doing a couple last proportion and detail passes before starting the high poly. Thread: http://polycount.com/discussion/184349/sci-fi-bike#latest
  • @PatsuKiki Hey thanks for the feedback! The main reason that the PBR values seemed way off was mainly due to bad lighting settings I had when rendering I think. (I had the ground plane clipping through my asset by accident in iRay, oops!) I started …
  • Texturing my sentry turret! Could use some feedback on the colors and texturing in general!  http://polycount.com/discussion/181487/armored-sentry-turret#latest
  • Ged said: for a turret thats armoured there seem to be a lot of pipes and wires exposed, it looks like someone has stripped the armour off and revealed the internals to me. Its good modelling though. Yeah I agree, I could've done a lot…
  • Hey guys thought I'd give an update, I finished unwrapping the sentry and have started baking / texturing, but was wondering if there was anything major I should take care of.
  • gsokol said: I still think it reads a bit too busy for my taste.  I do see some improvements though.  Good design doesn't necessarily mean tons of details all over the place.  A ton of detail doesn't really look busy and complex unless its juxt…
  • Working on my hard-surface skills, and soon my texturing skills! I would love for feedback in my thread: http://polycount.com/discussion/181487/armored-sentry-turret
  • Here's some more progress, almost done with the high poly, still adding details and wires. Let me know if there's still things that could stand being reworked!
  • Finally got around to making a video of the environment, unfortunately lost a lot of quality due to compression but it gives a bit of atmosphere to the project. Mech Facility Environment by Alexis from Alexis Faintreny on Vimeo.
  • Shrike said: Key to a authentic design is thinking about how it should work. A sentry is basically a hydraulic hinge, 4 guns in this case, and some sensors, a motor, ammo belts and reserve and that in a preferably armored package. Cut all the …
  • More progress, I thought I was going to give up on the shield, but I got some helpful feedback that gave me a more fitting design for cohesion between the turret and shield. I'm almost done with the highpoly, still layering details, but now I also h…
  • Thank you so much for the breakdowns of different workflows. As someone who's starting to get more invested in hard-surface modeling I often find myself worrying about whether the workflow I'm using is the best one, and it's helpful to get an unders…
  • @Shylaron  Thank you for the feedback! Yeah I agree about the courtyard project, it was mostly to get my feet wet with making an environmnet, I'll try and replace it with something more demonstrative of my modeling skills. Also I'll re-do renders of…
  • I've made some progress, the main change I'm heavily considering right now is removing the shields even though I like the concept. It's hiding all of the functionality and details, whilst not giving much to look at. Still unsure about a lot of desig…
  • Hey this is coming along nicely! I think for future reference having a dark wireframe on a dark model with low lighting makes it really hard to appreciate the small details you're making. I don't know much about weapons (although it's something I've…
  • My first substance designer material that I'm proud of! Starting to get a grasp on it.
  • Tomiajayi said: Awesome! I was hoping to see more mech parts and bits lying around though. Absolutely, if I was more experienced I would add a lot more detail and cohesion between the environment and center piece. Next time I'll make sur…
  • It's finally finished! Or rather in a state where I'm willing to make adjustments to any glaring / easy to fix problems, but also ready to move onto something new with my new found knowledge. Here's a video to give a better look at the environme…
  • Tweaked some more of the lighting to make the metal look a little more metallic, still got a lot of texture work to do.  This is closer to what the main shot will be like:
  • More progress! Time to tear down the walls and ceiling and design them better, any other feedback would be greatly appreciated. I'm a little stressed in terms of direction for the new walls since right now they're real filler looking and don't want …
  • More updates! I redid the center piece, and whilst I like the direction it's going in I think I'm going to change it once more to be more of a liquid containment as opposed to an opening capsule thing. I've gotten really good feedback on wh…
  • Slowly coming along, got a lot of feedback on what I can do to improve the narrative along with the lighting by focusing back to the center piece now that the environment is slowly getting the detailing I want. More texture passes as well, star…
  • Loving the windows so far and how the ceiling connects with the walls, can't wait to see more
  • Sajeet said: really cool! Are you working from a concept? it would be nice to see those aswell! Looking forward to see this coming together I'm mostly working off of a mood board, these are my main references in terms of mood and space…
  • Eric Chadwick said: Looking great! Though, PNGs suck on Polycount. Thank you for the heads-up, I'll make sure to upload jpegs from now on! And thanks for the compliment ^^ Here's a little update for this week, sadly my other classes are…
  • Been another tough week in terms of school work but I'm excited for the direction this is going. I decided to take a first crack at materials. I'm still inexperienced with the Substance products but they're incredibly fun to learn and I'm happy with…
  • Been a busy week! I'm working on my graduation project on the side so I don't get to work on this piece quite as much as I would like, however I'm making good progress, finally done replacing all the modular brushes with meshes I can work on in Maya…
  • I can picture this vehicle being very fun to drive in a racing game in nature to f-zero Awesome work, I'm a big fan of the straights and curves you've got going consistently through the whole model. My one hope is that you'll be able to add lots of…
  • Thank you so much for sharing your story with us. I'm still a student but have seen tremendous growth over the last 4 years not only in my skills but also who I am as a person, and I'm glad you found a way to translate it into a meaningful post with…
  • The others have made really good points on what to change, some of the stuff that I would like to see personally is that if you're going to do erosion and battle damage it would be neat to tell a story through the wear and tear. Have specific areas …
  • Currently working on the centerpiece of my scifi environment, got the placeholder parts connected together so can now start working on adding all the details. http://polycount.com/discussion/178462/robot-prototype-facility
  • jose.fuentes said: this is looking cool! interested in seeing where you take this my only feedback is that your center piece robot is too symmetrical, try to find a way to bring some asymmetry in your model! Thank you so much! Yeah I'm …
  • Quick little update, started modelling the center piece robot. It's in early block out stages so any feedback on what could make it look better would be sweet. For scale purposes it's about 3 humans tall so it'll look down at the player.
  • I think it's a worthwhile time investment to play with the lighting in the hallways versus the decontamination rooms. That way you can design the walls, ceilings, and light fixtures with how the assets will interact with the lighting in mind. The p…
  • Is that a hallway in the last picture? If so that feels rather wide to me. I'm loving the ground so far, kind of breaks off from the traditional walking hazard walkways that are often made in scifi environments.
  • @Kid.in.the.Dark Thank you so so so much for taking the time and explaining all of this, really means a lot to me and has given me a lot of direction on what I can improve. I want to go back and make all those revisions sadly my class is going str…
  • As someone about to tackle hard-surface, this will be very useful.
  • Wow loving the style! Really top notch
  • Can't wait to see some baking magic!
  • Really cool! Just wait until you see the power of substance when you have normal maps
  • I think you're ready to tackle something mechanical that has some odd shapes and forms to it in order to really push on those modelling skills. For example at my school in order to get better at modelling you have to make either a drill or a digital…
  • EarthQuake said: You should always bake the full mesh, not delete half of it and bake. The reason is that when you mirror and weld it, you're gonna get seams. This applies to both low and highpoly as well. If you delete half the highpoly, the n…
  • @peanut™ Thank you for the quick response! That video helped explain exploded baking very clearly. The only main question that remains, I think, is if I have a mesh cut in half to save UV space will it handle symmetry okay or should I use the entire…
  • Kickass project! I think the support for the flamethrower nozzle could stand to be thicker and more supportive since right now it looks like it's pretty separated, one of the major components of the weapon is being held up by a single bolt.
  • Wow what a badass concept The anatomy is pretty good, the temples are very wide compared to a normal skull but it fits with the form of the shield so that's going to have to be your call on what you think looks better. The eye sockets could be a bit…
  • Good start! A few things I notice are that you're jumping to some details that you should probably hold out on until you get the base forms completely done. For example the scars should be added later on once your primaries and secondary forms are f…
  • Hey there Mitch, your forms are looking pretty good, the main things I'm seeing are that the skull shape needs some work, make sure to look at the silhouette of the skull, cheeks and lower jaw included. The ears are in need of some work since they'r…
  • Phenomenal teeth and ears! I love it
    in Demon Reply by purplekami Apr 2016
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