So I just finished my two final projects for school and would love some critical feedback from you guys. Let me know the good, the bad, and what to keep in mind next time.
The Old Tomb
Based off a concept by my friend Kyle here
http://kylesewnarain.blogspot.com/2012/10/ancient-bridge.html.
This is only my 4th texturing project I have done so in that regard I am happy, but I know I need a lot of work. I used Maya, zbrush, photoshop, and rendered in metal ray.
The Firewalker MBT-700 Mech.
Based off this concept
My high poly mech.
This is by far the largest and most complicated thing I have modeled and I learned a lot. I am pretty happy with how it turned out even though I didn't get to fully detail every little thing I wanted. I used maya, photoshop, and rendered in metal ray.
Thanks for looking!
Replies
The mech is awesome, you should texture that thing! are you in your final year?
I honestly have seen this mech before..do you by any chance attend LCAD? I am only wondering because I am looking to attend there soon.
Now as for a critique...On the first project the mood from the lighting is in my opinion flawless because it gives this enchanting kinda feel for a coming adventurer so good job right there. now on the rocks and stuff I see some green speckles in the texture is that supposed to be moss? if it is maybe look more into how moss grows because it usually ends up being a blanket on the rock in a way. so giving it some attention in the normal or bump would help it. Now near the entrance of the cave I see a single little grouping of leaves and its the only leaves in the entire scene so it becomes distracting kinda my eyes just keep coming back to that. now bellow the bridge im guessing you placed a fill light to give off that bright blue tint so it isnt totally dark under there this fill light may be too strong since on the upper left area of the image its very dull now because the blue is overpowering it may come off as making the picture unbalanced.
Plz take my critique with a grain of salt I am in now way a professional others out there may have a better opinion than mine.
@Maws I go to a little school near San Jose called Cogswell Polytechnical. Its more geared towards film, but you can kind of adjust your projects to what you want. Thanks for the critique, I am not a fan of the foliage at all really. I have never done it before and it was a pain to get it to look decent when rendered in mental ray.
I appreciate that, thanks
As for the mech i would try to tackle something less complex right now to get good grasps of solid subd modeling like guns etc , not saying you shouldnt model complicated stuff , but starting small is how i think its best to learn ( a gun for example ! )
Keep working and good luck
Interesting point about the rounded entrance because I didn't really like it lol. I decided to keep all the forms blocky to match the way the bridge looked, but I can see what you mean. Now that I have my workflow figured out, and understand texturing a lot more I plan on putting all my future projects in UDK.
I feel like I have a decent grasp on sub-d modeling but over my winter break I plan on doing some small assets to push it further. I learned a ton from modeling that fucking thing, lol, so I am confident I can manage any hard surface object at this point.
Thanks for the feedback
The only real thing I can say is maybe add a lot of small details and beat it up in Zbrush after?
Looks great though!
If I end up texturing it I might do that, but as of right now I have no plans to do so. Thanks for checking it out.
Proportions, are a little off (main body).
Overall scale, It feels toy like.
Details, it looks like you nail the legs for the most part... but other areas lack the same attention (rail gun).
I agree with the lack of detail in some areas, unfortunately I ran out of time to get every little thing I wanted on there. What would you recommend doing for the scale issue besides putting a human in the scene? I tried to make sure some type of human sized scale was visible from almost all angles, like the fire extinguishers, gas tanks, entrance hatches, ect. I guess that itsn't clear enough though.
Anyways, it's those small things that are missing. Push the concept into something that is functional. I'm not convinced this thing can move. Maybe start by putting some large wires through the joint of the legs.
The hatch area is a great place to sell the scale of this thing. However, this area seems to have the most problems. It appears the hatch goes to nowhere... I have no reason to think a person enters or exits from there.
Are you talking about the ones the Halo guy did? The yellow and orange machines?
Yeah.