Update for this old girl.
Starting to mess around with some detail, trying noisemaker on a few things as well as did a super quick body paint / tattoo pass for fun
Having a lot of fun with this one and really loosening up in ZBrush so good times!
Work in progress of a scene I'm doing in UDK for part of my demo reel. These are Final Fantasy X weapons I did in Max. I did a simple beach setup for the background to make it more presentable. I want to make an animated bubbles inside the brotherhood blade, maybe even have the cloth sway in the wind. critiques are welcome.
I'm working on something new aswell...still very WIP!
sweet! The lighting and atmosphere are superb! Texturing/Shader also great! Nice :thumbup: (Maybe the cupboard on the very right on the second image could use a little bit less bump ..
Here are some assets I have been working on for a student game production using the UDK. Any feedback on textures and or materials would be appreciated.
[IMG][/img]
[IMG][/img]
First adventure in UDK. So far the hardest part has been lightmaps. I HATE them. But I figured them out okay and got them to work.
Made a shader for the brick to mix up tiling.
I'll make a thread when I have more to show.
My universal castle shader, in case anyone is curious. I tried to keep it really simple. I already see one little thing I can tweak to make it more simple...
Could you give a breakdown of this shader ? it looks very awesome.
I'm mainly interested in the material vallues used for the metal and the dust ( glossiness, reflection, specular ) and what type of masks you are using.
Wow, that would be really sweet for Maya. It's pretty much exactly what I'm doing manually in Mari... And my results are so far not as good.
Awesome work in here btw...
Would love some feedback on this! The textures specifically. Here's what I know I need to fix/change:
- Gold alloy gloss is off, needs a brighter value.
- Crotch bump is way too high, I missed that before rendering.
- Some of the dust on the gold alloy is too exaggerated (on the legs mainly).
Here's my reference. It's sort of what I'm doing for anyway. In which case I need to make the red more matte.
I'm curious if there's too much of the black dirt/spots? Since I want to keep the face fairly clean I'm considering toning that down.
I guess that's it. Any additional thoughts on the textures are appreciated of course. It's a fairly specific model to texture, by that I mean there's not a lot to it in terms of colors and stuff you can add to it. Add to much and it easily looks way too cluttered, and I think I'm kind of crossing that line already. So I just want to hear some opinions.
First thing is on the reference there's several layers of dirt/dust/damage in different areas. The chipped off paint revealing highly reflective/highly glossy metal beneath is only restricted to the lower arms and specific parts of the chest piece which look somewhat like gunshot hits. You've added chipped off paint in a lot of areas which cover the model relatively evenly. There's also a layer of scorch on the chest piece on the reference which looks like it's singed and removed some of the metal to the left of the arc reactor, as well as dark dirt which is in the crevices of the chest between where the plates overlap/join, I assume this would also be the case in the lower leg plates also, as well as areas which are joints like the circular caps near his armpits which have quite a lot of dirt around them. I could be wrong but the red seems to be a darker tint than what you have also. There looks like some sort of car-paint esque reflection on his left shoulder as well, suggesting the sort of paint used for the red parts which can help you with the gloss map for the red. There's also a general layer of dark brownish dirt/soil which seems pretty consistent across the model, the right shoulder shows the affect it's having on the reflectiveness/gloss quite well. I'd add a HDRI map to your scene as well as add a couple of bright spotlights in to get a good idea of the reflective responsiveness of your textures which may help you.
@MalusYeah, I should put at least link to this image as a reference. Denithio Swastika isn't a "Hitler sign" at all, and I didn't want to offend anyone, it's just an enviroment for character(fan art, remeber?). Anyway thanks for advice, next time ill pay more attention to those moments.
AkiRa - Thats an awesome environment, the lighting and distance fog ish effects look super impressive. I like the wallpaper texture a lot too. Leb - Great sculpt, the leather belts and puffed sleeves have loads of volume to them, really cool.
Finishing up with this study now, going to move onto something else.
In this case, if you include the reference pic I think it's fine. But the swastika is generally a non-starter because the art director who sees it and moves on isn't going to want to listen to a speech about how it isn't a Hitler symbol and blah-blah. It is in the public's mind.
In this case, if you include the reference pic I think it's fine. But the swastika is generally a non-starter because the art director who sees it and moves on isn't going to want to listen to a speech about how it isn't a Hitler symbol and blah-blah. It is in the public's mind.
It's also in the public mind that we hide away tits and thus should refrain from posting them here.
Keep on posting the thematically fitting swastikas I say!
Right, as I said, it's fine if that's what the piece calls for. I was disputing the correct but irrelevant stuff about it not being a Nazi symbol REALLY. That's true, but most people won't care about that. And if you're looking for a job, why put up obstacles?
First thing is on the reference there's several layers of dirt/dust/damage in different areas. The chipped off paint revealing highly reflective/highly glossy metal beneath is only restricted to the lower arms and specific parts of the chest piece which look somewhat like gunshot hits. You've added chipped off paint in a lot of areas which cover the model relatively evenly. There's also a layer of scorch on the chest piece on the reference which looks like it's singed and removed some of the metal to the left of the arc reactor, as well as dark dirt which is in the crevices of the chest between where the plates overlap/join, I assume this would also be the case in the lower leg plates also, as well as areas which are joints like the circular caps near his armpits which have quite a lot of dirt around them. I could be wrong but the red seems to be a darker tint than what you have also. There looks like some sort of car-paint esque reflection on his left shoulder as well, suggesting the sort of paint used for the red parts which can help you with the gloss map for the red. There's also a general layer of dark brownish dirt/soil which seems pretty consistent across the model, the right shoulder shows the affect it's having on the reflectiveness/gloss quite well. I'd add a HDRI map to your scene as well as add a couple of bright spotlights in to get a good idea of the reflective responsiveness of your textures which may help you.
I hope that helps somewhat
Hi HuzZz,
Thanks for the super useful breakdown, so I if understand it correctly.
The roughness is just an inverted version of your dust mask, that's very interesting. I am planning to apply this type of technique to a character. Any tips for the best way of masking this dust out ? Via cavity or AO ? Because masking out via top direction will only work logically on props.
Would you need to change this setup to work with coloured metals ?
@axl99: You may want to try and use larger groups of color/value changes to break this design apart, it's crazy noisy right now and really hard to read
First adventure in UDK. So far the hardest part has been lightmaps. I HATE them. But I figured them out okay and got them to work.
Made a shader for the brick to mix up tiling.
I'll make a thread when I have more to show.
My universal castle shader, in case anyone is curious. I tried to keep it really simple. I already see one little thing I can tweak to make it more simple...
There are ways for you to invert your maps, so you don't have to have the extra texture for inverted masks. But really nice work man! Looking really good already!
Replies
http://www.polycount.com/forum/showthread.php?p=1935443#post1935443
Update for this old girl.
Starting to mess around with some detail, trying noisemaker on a few things as well as did a super quick body paint / tattoo pass for fun
Having a lot of fun with this one and really loosening up in ZBrush so good times!
Work in progress of a scene I'm doing in UDK for part of my demo reel. These are Final Fantasy X weapons I did in Max. I did a simple beach setup for the background to make it more presentable. I want to make an animated bubbles inside the brotherhood blade, maybe even have the cloth sway in the wind. critiques are welcome.
sweet! The lighting and atmosphere are superb! Texturing/Shader also great! Nice :thumbup: (Maybe the cupboard on the very right on the second image could use a little bit less bump ..
Welp, here's some new stuff I'm working on for fun.
[IMG][/img]
[IMG][/img]
crosspost from my thread :
http://www.polycount.com/forum/showthread.php?p=1935544#post1935544
Made a shader for the brick to mix up tiling.
I'll make a thread when I have more to show.
My universal castle shader, in case anyone is curious. I tried to keep it really simple. I already see one little thing I can tweak to make it more simple...
can finalllly show off my first dota 2 set collabed with bounchfx check out the items and collection on steam !
or head over to Bounchfx's thread and tel em what ya think! http://www.polycount.com/forum/showthread.php?t=118005
it looks like gladOs redesigned her, or itself, to look like a preying mantis...hmmm...
All hail the Scientific Preying Glantis!
Thanks Arno, here's a picture of the breakdown:
http://huzzz.net/uploads/random/Breakdown.png
Hope it comes in handy
Good start so far, I've been looking at this image for ref as it's a little less flat:
http://media.screened.com/uploads/0/110/222413-iron_man_blu_ray__38_.png
First thing is on the reference there's several layers of dirt/dust/damage in different areas. The chipped off paint revealing highly reflective/highly glossy metal beneath is only restricted to the lower arms and specific parts of the chest piece which look somewhat like gunshot hits. You've added chipped off paint in a lot of areas which cover the model relatively evenly. There's also a layer of scorch on the chest piece on the reference which looks like it's singed and removed some of the metal to the left of the arc reactor, as well as dark dirt which is in the crevices of the chest between where the plates overlap/join, I assume this would also be the case in the lower leg plates also, as well as areas which are joints like the circular caps near his armpits which have quite a lot of dirt around them. I could be wrong but the red seems to be a darker tint than what you have also. There looks like some sort of car-paint esque reflection on his left shoulder as well, suggesting the sort of paint used for the red parts which can help you with the gloss map for the red. There's also a general layer of dark brownish dirt/soil which seems pretty consistent across the model, the right shoulder shows the affect it's having on the reflectiveness/gloss quite well. I'd add a HDRI map to your scene as well as add a couple of bright spotlights in to get a good idea of the reflective responsiveness of your textures which may help you.
I hope that helps somewhat
I started this treasure chest a long time ago but never finished... made some changes recently, so I'll call it done Any crits appreciated.
There's gonna be a buncha junk on the top.
If you want to know the concept and see more of the progress:
http://www.pinterest.com/darkeyesx/object-27/
Denithio Swastika isn't a "Hitler sign" at all, and I didn't want to offend anyone, it's just an enviroment for character(fan art, remeber?). Anyway thanks for advice, next time ill pay more attention to those moments.
Leb - Great sculpt, the leather belts and puffed sleeves have loads of volume to them, really cool.
Finishing up with this study now, going to move onto something else.
It's also in the public mind that we hide away tits and thus should refrain from posting them here.
Keep on posting the thematically fitting swastikas I say!
Hi HuzZz,
Thanks for the super useful breakdown, so I if understand it correctly.
The roughness is just an inverted version of your dust mask, that's very interesting. I am planning to apply this type of technique to a character. Any tips for the best way of masking this dust out ? Via cavity or AO ? Because masking out via top direction will only work logically on props.
Would you need to change this setup to work with coloured metals ?
Thanks for the generous sharing of information.
Also I like that guy future-fiction.
Cross post from my diorama http://www.polycount.com/forum/showthread.php?p=1935617#post1935617
"The kidnapping"
This is a small update quickly rendered out in keyshot.
About 4-5 hours work. May come back and add more to the normals.
I'm pretty happy with the result beside I was heading for a realistic result. But well there is some stylization.
The Thread
400 tris aren't funny when it comes to chains
http://steamcommunity.com/sharedfiles/filedetails/?id=186504796
[SKETCHFAB]e7ad84ae798644e89f3a692512293e76[/SKETCHFAB]
C&C most welcome!
Cheers~
What World of Warcraft would look like in HD...
Very nice.
continuing a wow theme, here's a low poly textured pass on the wow pvp armour (troll)
Here is my Lunch time speed sculpt for this week, theme was 'Cup'.
What? A Goblet is still a cup, right?
This forum has people with insane level of skill, it's really motivating to see people's projects on this forum.
So without further chat, here's my WIP of Zoro from One piece.
Chore list is long with this one...
one eyebrow is thicker than the other, needs darker teeth
but i am getting there. :poly142:
btw, adam that looks fucking awesome
There are ways for you to invert your maps, so you don't have to have the extra texture for inverted masks. But really nice work man! Looking really good already!
A character I recently made for my animation module at UNI.
Everyone's work here is just pure awesome sauce!
Keep it up!
Almost done with this piece, need to do a bit more micro detail and clean up a lot more, and then I'll be moving on to her background.