NoltaN polycounter lvl 8

About

Username
NoltaN
Joined
Visits
91
Last Active
Roles
Polycount Members
Badges
0

Replies

  • This looks like it could be a great addition to my workflow. I'll have to try it out soon.
    in RTT Assist Reply by NoltaN Apr 2011
  • Great! Thank you for sharing! I too am very excited about your premium videos
  • Thank for sharing this great letter, great read.
  • The POTN forums seem pretty good from my experience. There's some good professionals on there that critique work and it's a fairly active community. Originally developed for Canon shooters but there are some other's that post there as well. htt…
  • Hey Ranko, Thanks for sharing your work, looks great. In general I have a few overall critiques. 1. Your website seems a bit confusing to me. At first I thought the names on the left (3d Work, 2d Work, etc) were rows and the subsequent art t…
  • Wow, Extremely impressive. I can't wait to hear more over the comings month's. What I've always liked about Unreal Engine is that it feels much more artist/end user friendly over say Cryengine (in my experience). With UE4 it seems like Epic has r…
  • I played it at E3 and was really impressed. I only managed to play for 10 minutes or so but it was great. I loved the way the cockpit animates when moving around in the mech, I really had the feeling of actually being inside it. I can't wait to g…
  • wow, fantastically creative. I'm really enjoying these, i'll be bookmarking
  • Anytime after noon Tuesday is fine with me. I'll be at the IGDA party as well.
    in GDC 2012 Reply by NoltaN Feb 2012
  • Lefty O'Douls haha, I always chuckle when I see that place. I'll be heading out to GDC on Tuesday morning and will be there through the weekend. I'm definitely interested in a meetup! GDC is my favorite time of the year! One month away!!
    in GDC 2012 Reply by NoltaN Feb 2012
  • Well this was pretty fun, I didn't get all of the proportions exactly right and there are some errors. A fun way to spend the lunch break at least
  • The way that I handle this problem in 3ds max is to use the WHITE align tools. The tools are hidden under the traditional align tools in the Quick Transform tab. To access them you must click and hold on the orange handled align tool and then sel…
  • I'll second that, the diffuse could definitely be a bit darker. As for the spec you should make the paint a dark gray color (Value: 225 maybe) as it's specular highlight is less than the metal not more,as it's currently shown. then you can just us…
  • Dandi, This is how I understand it. The metal will reflect a slightly augmented color of itself and the light being that is hitting it. The other colors that you typically see in metals come from the reflections of the environment around them. If…
  • Dandi, here is an explanation of why the specular map should be grayscale. http://www.3dtotal.com/tutorial/texturing_and_lighting/brief_consideration_about_materials/brief_consideration_about_materials_01.php If by 'yellowy' coated material yo…
  • Steffan Morrell's tutorial that HAWK linked is great you should definitely check it out, there's a lot of info to learn from. That being said, there are two major elements that are wrong or missing in your material. The specular should actually …
  • Felipe, If I remember correctly, for me at least, the shorter code is the release key.
    in nDo2 BETA Reply by NoltaN Dec 2011
  • Wow these are great! Does anyone know if anything like this exists for Max?
  • Love it so much, you're such a great inspiration Kevin!
  • I'm interested in hearing some feedback as well I recently made a Z-up vector shader to shade moss on some rocks in UDK. I also got the idea from Virtuosic's video :P. I'm actually planning on 'potato heading' my rocks the same way you are as that…
  • Really gorgeous stuff Rawk, I've been playing through the game over the past couple of days and it's just beautiful. I've just stopped and stared so many times. The main city feels so alive. Really amazing work!
  • updated:
  • Thanks Japhir, Actually yeah! That's a motion capture suit that we have at work. The LED's are all red actually. I changed the color in post.
  • Lots of awesome shots in here! Here's some of mine. I hope you enjoy them. The 2nd two are from when I was doing a mocap shoot a couple of months ago. Thank goodness for remote shutter release haha.
  • BUMP/ReMINDER! I'm in, i'll be there tomorrow afternoon. Hope to see whoever there!
  • I'll be going. I just have an exhibits pass from work but it should be fun, I'm heading down tomorrow and Wednesday.
  • Hey Quillisia, great pieces. Overall I enjoy all of the pieces, each are interesting and pleasing. Your site itself reads fairly well in my opinion although can become slightly cluttered when expanding projects. The main thing that I noticed th…
  • Glad to see this back again, Love the design for the train! Can't wait to see more.
  • kitteh. Is that always the case on the handguard? A couple pieces of reference I have fairly clearly appear to have a 'smushed' cylindrical shape. I'm sure it's possible that the camera or angle shown could just be deceiving. I've changed thats …
  • Hey guys, I've removed the the grooves from the magazine and the ridges the hand guard. The model is now down to 7,962 tri's. I'm going to keep optimizing a few more pieces and I will post updates when I've gotten it unwrapped and everything. T…
  • Heres a first person screenshot. I can see that I may be able to get rid of the ridges on the hand guard. They really don't add to much, I'll have to try a bake on it I think.
  • ajr2764, hey thanks for the review. I'd like to mention that pieces in the back are a bit to deep to be accurately portrayed by just a normal map. I may run some tests with and without the geometry to see if it works but there are actually fairly …
  • Hey guys, Here's my next update. This is the low poly model for my M4. The model is basically done, looking for some more critiques.
  • Looks great drew. Hes a fun character. I was going to mention the bump detail being a bit hash but I see you've fixed it. Looks great. I think it might be cool to give him a satchel or something? Maybe give him more of a purpose rather than bei…
  • Hey guys, I've updated everything except the magazine (I've still got to do that). Looking for some more critiques!
  • I really like your work Jason, its looking really good. Personally I enjoy the lighting in yours more than marq's and the concept. Although, I do agree that it could be a slight bit warm. The proportions look pretty good to me Oniram, I think the…
  • Gauss: Awesome, thanks for confirming that for me!
  • Drew++ wrote: » It's a fairly nice job. But I can tell you didn't gather much reference. Here's a website with tons of M4/AR15 references. http://www.pixagogo.com/0896214432 Few things to improve on/rework that could help a ton are the front …
  • Hey Drew, Thanks for the reference. I agree about using more reference and I will need to gather more in the future, I had probably 20-30 images. This site you've recommended is awesome! I'm going to rework some of the shapes you've mentioned. …
  • Ahh, thanks for pointing that out jackalope. I actually finished most of the model 2 months ago and just dusted it off to finish off the final pieces this week. I guess I forgot to create the charging handle :P. I'll go back and add it in. Tha…
  • Psyke wrote: » mini-scrumpy helm. That's one of the ideas i'm debating on Working on the hook/tentacle first.
  • Thanks for the post baby, I've got some new ideas so will probably head towards one of those. I'm not sure what you mean by sticky bomb helmet but I don't believe that follows my theme lol :P
  • lol, really? Wow I guess I should be more in the loop with the game I'll have to redesign or something.
  • I think i've had some weird artifacting when using those render settings, granted i'm not sure if thats your issue. If I'm remembering correctly you can turn up the shadow samples on the skylight. It will increase your render times significantly b…
  • Hey Scrawld, I think its looking pretty good so far but like you've mentioned there are some proportion issues. A. Should be wider when compared to ref. B. Looks like these should be maybe twice the size. C. Ignore this. Fixing A. fixes …
  • hey Maxi, This tutorial shows a good material / rendering set up to display high poly work inside of max. http://www.artemstudios.com/08Portfolio/Tutorial/MaterialRenderingTut.htm on a side note when i'm working with a high poly model i'll …
  • Hey Vcortis, Really nice looking stuff, mind of I ask how long these took and also what brushes and techniques your using? I've been learning to hand paint as well over the past couple of weeks and I'm also looking to start a hand painted map fo…
  • Aaron, The major issue here is that you are wasting a hefty amount of UV space here. Think about overlapping a lot of the smaller pieces which have very similar textures. kdm3d mentioned this as well but I figured I'd say it again as its very i…
  • Berserk - I'd start with the mudboxing, Your base forms may change some so just save UV'ing for after.
  • damn it sir! you beat me to this lol. My buddy and I were working on concepts for something similar a few months ago haha. "Cattle" Crashers anyone?!?! lol that was our WIP title feel free to take it I love the character so far, really stylized…
Default Avatar

Badges

Any minute now…