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Hey everyone! Finally shipped Tower Wars and I'm ready to start on some more personal work and get more involved in the community again. So here goes!
Found an awesome
Concept by
Christian Pearce That I've been wanting to tackle.
All the high poly I did on Tower Wars was relatively simple geo, I want to try something more complicated. Here's the blockout. All crits are very welcome. Thanks!
Replies
Lots still to do! Crits welcome.
edit: Wait a second is that z-brush? hahahahaha
FractaL: It was rendered in Zbrush
Think I'm calling the Highpoly just about done, just a few things left to tighten up.
you can do anything you set your mind to!
-PhoenixWolf
also love the work man keep it going
Love.Prenzel: Heh, well I tried to show my process in as many steps as I could. It really is just a matter of blocking it out, then working each individual piece till it looks right. Just takes time!
Speaking of which I forgot to post another step, I finished the unwrap and baking. Also started blocking out colors and getting bigger details in. Just color so far (even some of the colors aren't quite right yet) no real spec. I want to finish this thing this week! I need accountability!
Just about done here, gonna do some breakdown shots later this week. It's been a challenge, stoked to be just about done.
So what do you guys think? Should I add a propeller despite the concept not having one? I put it off, Im thinking of just adding an alpha mapped one in motion. I dunno we'll see, I need a break from this heh.
Rendered in Marmoset.
Great texture job and style of the whole thing.
the nice rack thing got me laughing
Der Hollandar: Yeah, I think I will add one. I have a decal sheet with enough room for one, I was just being lazy. I'll do it!
I do however think you are lacking some contrast that is in the original concept. Almost like you need some darker AO shadows.
MeshMolder: Thanks! (MeshMolder asked me in a PM how I made the cut lines in Zbrush, and I realized I never clarified that I ended up not being able to make the cut lines look right in zbrush. So in max I turbosmoothed the mesh once, selected the edges where I wanted cuts, chamfered them, then and beveled it in. I took it into zbrush after this step. Just wanted to clarify in case anyone else had the same question!)
Jeremiah_bigley: Thanks a lot! I went back and added a little more contrast like you suggested.
l-mo: Thanks! I sure can! Look below.
Minato: Thanks man! I used photoshop and some crazybump for the texture. I didnt use DDO for this one. A quick rundown on how I work is I lay out base colors, then in crazybump I plug in my normal map and snag the specularity map it spits out. I use that to get a nice base with highlights and low lights and overlay it on my base colors. Then I add gradients everywhere I want them. Then I just texture away with grime and grit and scratches till it looks how I want it. Hope that helps some!
Kinetic: Thanks dude!
Finally got around to breaking this all down.
http://www.youtube.com/watch?feature=player_embedded&v=H7hr90yq7Es
Ps: I don't know what your inspiration was for the shoes and the undie, but we definitely need more shoes and undies in our games.
Any chance we could get a 1920 x 1200 version of this? I'd love to have it as a wallpaper.
I'm an idiot, so, uh, what is the third map? Reflection? It's not full gray scale so I'm thinking it's not a AO or depth map, which would otherwise have been my first guess.
Love tower wars, by the way!
To answer my own question, for anyone else who is as silly as me.
http://wiki.polycount.com/SpecularColorMap?action=show&redirect=Specular+Color+Map
if you dont mind me asking what were your lighting settings in marmoset because whenever I import my models in they are very dark also did you use the presets or was it manually done?
Thanks again everyone!
I also miss some highlights at the most obvious parts of your model , the front round edges of the motor cage and along the wings.
http://i44.tinypic.com/23tpq1.png
(didnt paint it that well, but its something different in the diffuse/Spec than in photoshop ofc but you get the idea)
Thats my critique, except that its really amazing + a nice background , hat off
I'm a bit confused by your color map .I known you paint your base color in zbrush .But How do you bake to lowres mesh .Because your zbrush modle is highres .Do you baking clor map using Xnormal ?
Maby your zbrush mesh has UVS ,You can bake color map in Zbrush ?
Pewell you'll have to take the name up with the concept artist! Im a fan of the name though.
Sorry Warby.
c4cn013 - A little confused by your question. Ill try to answer it though. I started off making my highpoly in 3D studios Max. Then took it into Zbrush briefly to add a little wear and tear. I then created a low poly mesh around the plane in max, unwrapped it in max, then baked the normals from the high poly model in max. After that I just textured the model in photoshop to create the color/diffuse map. I did no coloring in zbrush at all. Just basic stuff. Refer to polycounts wiki for more a bunch of tutorials that will give you a more detailed explanation of these steps. Everyone does things a little different.
Everyone else- Thanks!