Hey whats up guys?
Just a little side project I'm working on the Assault bot
still have some texture refinement, working on the environment.
I plan on having bullets in the air and shell casings coming out of the bots as well as the truck on fire smoke and all that fun stuff....i was thinking about some lens flares but we'll see
let me know what yall think
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Got a good start going there.
I'd replace the piece of the muzzle where you modeled all the holes with a cylinder.
That way you'd save on polys and you could give it some thickness with a good normal map. Also, don't forget to turn the material double sided.
Are you using Substance for your textures?
That base pattern looks familiar.
Cheers
And the base material is just a cloud with a crystallize filter on it
@amile I was having issues with the texture and material definition what i did for my diffuse was take it into mudbox and sculp then output a normal map then from there turn it grey scale intensify it a bit then add it as a mask to a grey color channel.
but i feel the lighting or my material set up in UDK isnt showing off the normal map i have. But i plan on cleaning up the diff there are things i see that need to be tweaked hopefully that helps it
@thepapercut, thanks bro! and yeah haha i just looked at in PS and my method described above did not do that piece any favors ahhahaha ill have to give her some love
Thanks for the crits everyone
I think that you are using way too many polys though. I am sure that you can reduce some edge loops and use less segments for the circular sections. I realize that you would have to probably redo the texture, it's just something to keep in mind next time. It will make things easier to UV too.
Also the blades doesn't really look like blades, more like cut stones (minerals).
I won't comment on the texture, everyone has pretty much done that already.
Anyway it's a good start
But I was a able to do a little bit of work on it last night I refined the fluting on barrels.....bc lets be real...it was pretty bad.
Tonight im going to try to come up with something for the blades and then work on that texture
But let me know what yall think
i redesigned the blades of the Assault Bot...to be something alot more based in reality......The blades or teeth, still need to have the meshed optomised and uved
but im to tired to do that right now...im hoping tomorrow ill have some time to sink into this lol but yeah let me know what yall think
quick thought....looking at this while uploading i may make the actual blade part thinner....but anyway i look forward to hearing from yall
still in the conceptual phases of the env.....but i think i got a sweet idea ill post when ive started
but let me know what yall think of the images ive put up, looking forward to yall critiques
but here are the renders from UDK let me know what yall think
-Change out Heat Gaurds
-Refine the red part of the texture
-Refine Material in UDk Aiming to look like the Marmoset Renders
-Going to experment with pushing the Normal map
-Firgure out a cooler way to Display XJ-92 and other ID codes on the Bot
So thats whats coming down the pipe
as well as create an enviroment hahaha
Beat up metal does not necessarily translate into noise.
Scratches would concentrate around areas of wear and tear.
Also they would most likely follow specific directions.
The redesigned blades work fine, but the material is quite dull and doesn't evoke 'sharpness'.
I still like the colored version the most, the metal had only a few nicks and scratches and it worked a lot better.
Cheers
Sorry if this sounds harsh I'm just trying to be honest.
https://www.3dmotive.com/f101201 watch lesson 3 if you can. You will prolly have to subscribe which wouldn't be a good thing.
Also when presenting stuff try and think about presentation, just a straight viewport render with the default colors isn't helping for showing your high poly models at all. Get a high spec material maybe drop in a light or two. http://www.polycount.com/forum/showthread.php?t=96854 Computron talks about his viewport setups in this thread irrc.
For glow colors look at halo and tron, they do glow right. Don't use a deep red or blue, that never looks good and if you wanna use two try and mix a neutral color with a different color or two complimentary colors. So a blue and an orange, or a white and an orange. You can use red but use imo red is hard to pull of right, it draws the eye so fast and can really ruin things if used wrong. Just my opinion.
It'll be a couple days before im able to work on it again, but i just wanted to show my appreciation for the feedback So thank yall
I'm aiming to post something mid next week
What is Impacto?
So i was able to do a small amount of work last night, did a little bit of mesh refinement.....and i was trying to do that lighting set up....but it didnt respond to lighting i dropped in the scene....it was really odd I'm going to research it more later today but here are some updates from last night
I took out the square ports that the guns came out of to go with a more based in reality design (based on aircraft gun pods)
I also slightly changed the shapes of the side lights....but idk how i feel about the shapes just yet.....I also had alot of bad edge flow that i cleaned up
But let me know what yall think
It's a game where the players control bots that look like yours!
[ame="http://www.youtube.com/watch?v=I017w20iK3s"]ImpactO Trailer - YouTube[/ame]
I think im about to UV this beast!
Thoughts, Critiques, Comments all welcome here
So i was able to get some work done, threw the bot into may got the UVs done and did an intial bake from my highres to my low res, thought it came out pretty good for the part i was aiming for.....since it turned out really well, prlly going to bake out the teeth and maybe another part of the body, we shall see
but take a look at the intail bake results, defiantly need to paint out some errors in the bake but im pretty happy with what i got so far, let me know what you think
I have tried googling but....nothing really strikes me
This is where i wish i was a better concept artist hahah....im working on my drawing skills lol
Thoughts?
Fixes that need to be made to the bot
-UV distortion on top of the bot
-tweak bake, lower vents not coming through
-bake out maps for upper wheel and possibly teeth
Maybe try to find a way to make it clearer where the hatch comes off?
That could be a color thing tough.
One thing that bothers me are the cannons.
They just kinda stick out. Maybe they could be mounted in a different way?
and the cannons are based off of aircraft gun pods.....im not sure how else i would mount them...
I played around with Baking down the inner detail and i think im going to just leave it it looks way better, here are my results though
That being said, I came home from work very eager toget started on my projected having seeing all the fantastic stuff yall have been doing only to run into a slew of technical problems
To start off with exporting the mesh into maya for uv via FBX was a no go, triangulated for no reason...found work around to this by exporting via obj, came in nice and quaded
when i finally get it into maya for uving, i go to unfold it comes out in this very wonky very wierd shape that does not mimic the origonal shape.....
this is all very frustating seing as how this process worked ...with the .fbx a few a weeks ago, and now im facing these issues....or mabye im just straight up exhausted from work.....im going to continue to plug at it ,but if you guys have run into this issue or can provide input please let me know
Looks like ill be UVing in max....well better luck tomorrow night hopefully ill be able to post a uv shell maybe even an AO bake!
Night all
So here is my first steps into texturing the Assault bot, any and all critques are more then welcome, Texturing is by far my weakest link, I really want to one day make the Jump from the Sim industry to the Gaming Industry! So please Let me know what yall are thinking about this! Looking forward to yalls input!
Still need to make a normal map......but i dont have xnormal on this pc yet....
Spec
Personally I'm not so sure about the splotchier areas on the blades.
Your paint chips quite believably on the bot itself and it makes sense not to have streaks on the blades but right now they feel blotchy and noisy.
Maybe have the blades unpainted?
They could have chips in the normal/spec and you could add dirt and maybe a blood residue here and there.
Also, I don't get the long stripes in the center of the piece. They feel kinda out of place.
But this is shaping up nicely, two thumbs up!
In this update i have adressed the splochyness of the blades and moved the caution colors, also did alot of over all tweaking to the texture...i think im either done or close to being done with the piece, please let me know what yall think i look forward to yalls input
im feeling i need to reduce the spec in some areas...
The hi-res images can be found on my Facebook Portfolio, dont know why photo bucket mucks up the images