hey, i would love to get some feedback on my gun. Thx in advance
Hi there, I like this weapon but there are a a few things that stand out in the normals that look a bit off. Try not to beat me into the ground if I'm wrong though
At the front of the gun on the top cylindrical shape it seems as though the grooves dont line up where I am presuming there is a UV split. Did you bake out the normals for this part using a high to low poly or using something like NDo?
Then there is some waviness on the edges of the muzzle area, you could possibly reduce this by prejecting from a non-connical cylinder. This is explained here: http://wiki.polycount.com/NormalMap/ in the 'solving wavy lines' section.
Hope I haven't spoiled you day with this, its just the model is really nice and these bits are just letting it down.
Cross post from the art jam new theme incoming tomorrow!!
Heres my interpretation of Chun Li for the 'Street Fighter' theme, run out of time due to being insanely ill so theres a few things I wish I could fix up but oh well haha, onto the next
Hi there, I like this weapon but there are a a few things that stand out in the normals that look a bit off. Try not to beat me into the ground if I'm wrong though
At the front of the gun on the top cylindrical shape it seems as though the grooves dont line up where I am presuming there is a UV split. Did you bake out the normals for this part using a high to low poly or using something like NDo?
Then there is some waviness on the edges of the muzzle area, you could possibly reduce this by prejecting from a non-connical cylinder. This is explained here: http://wiki.polycount.com/NormalMap/ in the 'solving wavy lines' section.
Hope I haven't spoiled you day with this, its just the model is really nice and these bits are just letting it down.
hi, thank you for your comment, i baked from a high to low using xnormal, i'll try fixing it. 3th times the charm i guess
So much awesomesauce around here! Mindblowin!
I really feel a bit bad posting such crappy stuff here... -.-
I'am working on a little horror game as an uni assignment and I'am responsible for all the enviornment, level and sound design. We have to use Unity but I'd definatley prefer UDK.
Pretty standard stuff so far as you can see. Don't mind the shitty wall, floor and ceiling textures, they're just temporary until I figured out how to make peeling wallpapers and peeling paint. I simply don't get how you guys are doing this...
Holy smokes. So much talent... I'm currently working on a Spider Woman game mesh. I'm using the Ultimate universe style outfit. Here's my high-poly sculpt. Will be converting to a game mesh, and posed.
- Managed to do some work over the weekend, mainly been focusing on updating my website recently, but did some more work on a GoPro camera I modeled recently and also started building an R34 Skyline GTR
Lowpoly, textured bake in Cryengine 3
Really WIP at the moment, just dropped the Highpoly into Cryengine to block out some ideas.
Thanks man, I tried a ton of different techniques, but in the end I used the rayfire RF trace to create a map from some procedural textures, and then went in manually and cut out pieces using the draw selection tool and applied a bend modifier to all the pieces I cut out. Took a hell of a long time, but in the end the result was worth it. I did this all in 3DS Max 2013.
Modeling looks nice. Couple notes on the irons: The rear is all backwards, as well as the front base (simple 180* rotation). Also, check your screw type, placement and indentation, as well as the shape of the small hole end of the eye loop.
This is my first piece I've completed in a while and I was hoping for some critique on what I should change/work on. Mostly for future pieces and an attempt to improve my work. I appreciate any feedback that you're willing to give.
My work in progress on the celtic redesign of The Hero of Time.
I know you can't really change his hair colour / style much since it's so iconic, but I dunno, I feel like his face is too mature for it. Sadly I can't really think of anything you could do to fix that really...maybe get some feedback from more people and see what they say
If I may weigh in, the back of the hood, around his neck, looks a little too large. It's hanging as if he's got a small melon resting in the hood for some reason.
I'm loving the coloring, though. Nice work. Are you planning to add anymore definition to the face or leave it soft?
Replies
oops double post
wires:
Hi there, I like this weapon but there are a a few things that stand out in the normals that look a bit off. Try not to beat me into the ground if I'm wrong though
At the front of the gun on the top cylindrical shape it seems as though the grooves dont line up where I am presuming there is a UV split. Did you bake out the normals for this part using a high to low poly or using something like NDo?
Then there is some waviness on the edges of the muzzle area, you could possibly reduce this by prejecting from a non-connical cylinder. This is explained here: http://wiki.polycount.com/NormalMap/ in the 'solving wavy lines' section.
Hope I haven't spoiled you day with this, its just the model is really nice and these bits are just letting it down.
Cross post from the art jam new theme incoming tomorrow!!
Heres my interpretation of Chun Li for the 'Street Fighter' theme, run out of time due to being insanely ill so theres a few things I wish I could fix up but oh well haha, onto the next
hi, thank you for your comment, i baked from a high to low using xnormal, i'll try fixing it. 3th times the charm i guess
http://www.polycount.com/forum/showthread.php?p=1823838#post1823838
I finished up this girl just hours ago. She's one of two main characters of the 9 week FPS-project I've been working on. :-)
How'd did you do that peeled paint?
Working the HP
Almost done with the Hipoly. (Only buttons left to do.)
Trying some color variation. Which one would you guys pick?
Hair is gonna be fun to do (or not...haha)
Doodlin'.
I really feel a bit bad posting such crappy stuff here... -.-
I'am working on a little horror game as an uni assignment and I'am responsible for all the enviornment, level and sound design. We have to use Unity but I'd definatley prefer UDK.
Pretty standard stuff so far as you can see. Don't mind the shitty wall, floor and ceiling textures, they're just temporary until I figured out how to make peeling wallpapers and peeling paint. I simply don't get how you guys are doing this...
@Hatred, looks awesome man
- Managed to do some work over the weekend, mainly been focusing on updating my website recently, but did some more work on a GoPro camera I modeled recently and also started building an R34 Skyline GTR
Lowpoly, textured bake in Cryengine 3
Really WIP at the moment, just dropped the Highpoly into Cryengine to block out some ideas.
Have a great Sunday people!
Thanks man, I tried a ton of different techniques, but in the end I used the rayfire RF trace to create a map from some procedural textures, and then went in manually and cut out pieces using the draw selection tool and applied a bend modifier to all the pieces I cut out. Took a hell of a long time, but in the end the result was worth it. I did this all in 3DS Max 2013.
More maniac toys Cat lady is a bit rough right now.
Cat lady is so badass!
Satrio: I do like the look of this! Got a linky for some more info on that game of yours?
My work in progress on the celtic redesign of The Hero of Time.
Modeling looks nice. Couple notes on the irons: The rear is all backwards, as well as the front base (simple 180* rotation). Also, check your screw type, placement and indentation, as well as the shape of the small hole end of the eye loop.
http://www.realguns.com/images/sr556sightsys.jpg
This is my first piece I've completed in a while and I was hoping for some critique on what I should change/work on. Mostly for future pieces and an attempt to improve my work. I appreciate any feedback that you're willing to give.
I know you can't really change his hair colour / style much since it's so iconic, but I dunno, I feel like his face is too mature for it. Sadly I can't really think of anything you could do to fix that really...maybe get some feedback from more people and see what they say
Slowly picking at this bad boy
I'm loving the coloring, though. Nice work. Are you planning to add anymore definition to the face or leave it soft?
Cross posting from my working thread: http://www.polycount.com/forum/showthread.php?t=119038