hey guys, im new here and new to the industry. this is basically my first actual model ive made quickly screen capped in marmoset.
ive based the model from ian mcques amazing concept world of flying steel ship and alike.
its at 18113 triangles
using 4k texture map
any thoughts or opinions?
right now im trying to get the spec map to have more pronounced range, right now its to monochromatic. still kinda working on diffuse like adding more decals/ paint, etc. also going to build up more dirt on the floors execpt more into the corners so it translates up the wall/sides better.
Replies
im kinda trying to keep the style so it has a kinda painted feel but still is able to bring out the details.
im going to eventually bring it into udk once i start my environment project.
the world is basically going to be a junk world on floating islands. so like on big shanty town.
the ships cabin is two type sof wood it looks like, with an irregular shape coming from that. the top half being thicker than the bottom and a nice edging coming down its hull from that.
the sale has character to it. asymmetrical forms caused from giant tears.
consider smaller details to be placed over your tiling textures and structural geometry. maybe your ship has been repaired and retrofitted over teh years, and from that you can see the layers of materials applied to it to repair it.
introduce some angles to the ship by using wires, lines, hoses, rope, and so on.
great start.
might have i go take another pass im zbrush on the main hull pieces. and ill try to introduce some secondary materials onto it.
im also thinking about filling the decks with barrels crates, table, chairs, etc.
i know this is usually an unanswerable question but with my current poly count, how much more in your opinion you think i could add to it? its currently at 18113 tris.
oh and i forgot to say that my texture acutally isnt tiled.
right now i just have base diffuse on the new stuf as well as normals on the tin and barrel
no spec throughout the whole thing(trying to focus on the colour)
still have to work on some of the diffuse and still have to optimize some topology and have to fix the back faces on the tires as well
any more crits/comments on it?
also as much as i love the gradient from warm to cool along the length of the boat, i feel like a lot of the elements that cross from one side to the other are breaking it up too much - the tarps on the warm side and the steel tacked on to the side on the cool side are fighting with the nice transition you've got going on.
I'm also really not a fan of them windows. Both the texture and the model breaks the feel of the model - i think they're too big, too wonky, too square and too bright. They really look tacked on and not at all functional.
and ya after braking it up with more materials the details on the hull are deff outa place and too big.
and thanks for the tip on the colour transition and how the secondary colours are disrupting the flow of it.
once i get some more free time ill polish it up some more
thanks for the great thoughts