Latest post so ppl dont have to watch the rest of the crap.
Hi, my name is Aron from Romania and I got into modelling a few months ago. I love video games but I always enjoyed the "behind the scenes'/ 'making of' videos that I found around the internet. I guess that's what got my interest and fascination towards 3d modelling and game art in general.
I know I'm nowhere compared to most of you guys, but I put together a small portfolio (if I dare call it that) to show the things I learned so far.
Most of the work is from tutorials, but since I never had the money to spend on the guides I used just the small parts on youtube and other sites that I found. The guides where mostly just inspiration and small milestones in my work.
C&C are welcome since I plan to apply to a 3d game art course [bachelor] starting from next year. I would like to know if I'm on the right path on getting accepted to a course:)
I found the blueprints and the render shots from the guide. Also this one took me ages since this one was the one that really taught me how to use 3ds max.
Here I found the concept art and a finished PSD file that guided me.
Concept from eat3D
This one I think was a 3Dmotive guide. I found the video where he creates the normal+AO map, so that's what I got from there. rest was based on the beauti shots and other materials that I found.
Replies
As i mentioned before I started a lil project on my own. Its a Blaisoid gun that can improve my skills on. This is what ive got so far.
My dilemma is the the part that I marked with the red circles on the concept part. Every time I try to add loops/ edges to model that part in the roundness of the handle disappears. Anyone got some tips/critiques to share?:)
Also: Am I doing it the good way? should I try another approach that I dont know of?
I think most people here will agree with me that you should NOT go down that path! You've got the basics, and now you just need to practice at getting better basically. For instance, your UVs on the hand painted weapons could have overlapping bits and be tighter in general.
I don't think you will really get much out of going to school...Just keep posting your work here and the community will help you out for sure.
Gun looks good so far by the way, but you might want to consider making the hard edges a tad softer so they bake on to your object better (mainly just on the trigger and bottom of the handle though)
Once you're done hard surfacing it, I'd bring it into zbrush to add scratches and stuff. Keep it up man!
One thing I really do have to note though, the unwrapping on the low poly weapons could be better. You're losing a lot of texture space by not really puzzling the pieces together for a good, optimal fit. Especially on the second weapon, the unwrap could be improved by moving some parts around and then scaling them up so you can make them more detailed.
But hey, overall, good job, keep it up!
Highpoly's
And a try at Lowpoly [around 4.6k tris] 1color + AO +normal
Different materials in real life will give off different specular colours, for example metal may have a specular of its own colour, where-as a dull material such as wood should have the "opposite" (opposite hue in photoshop) colour in the specular map which will make it appear not so shiny.
Sorry if that explanation is not that great, hopefully someone else can explain it further Hope it helps though
Here's a couple of tutorials that I found useful for getting to grips with metal texturing:
http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html
http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/