As far as concept goes, I tried to design my own for this project (Thumbnail below, and this , I did some concept work within 3DS Max also) . I'm still a junior in college, not even finished my studies yet, but am trying to push. As far as reference goes, I used "Steam Turbine" For the piece inside the generator, otherwise I looked up various "Power Generators" images from Google but just came up with my own design.
I really do apologize for the bad render this time around, I'm still a noob trying to grasps the vast knowledge out there. My teacher told me not to blast the lights like I did above and I will try to present more adequate updates here on by.
Further on, I REALLY do appreciate the feedback that you can give me, I need to learn, and every bit helps!!
*Sigh* And then, this project; I am trying to present a modular oriented project. I want my pieces to be able to be used in multiple instances. * Pipes*Windows*Metal Conductors*Main Base Mesh.
I HAVE A QUESTION FOR ALL YOU PRO'S OUT THERE!!!! What is your "Philosophy" behind your workflow? How do you go from base mesh to high poly to low poly?
I started doing chamfers on my base mesh thinking that it would serve my low poly but I've been told that I should focus on having a base mesh -> High poly -> Low poly, or I think that's what I understood > <
Any feedback is greately appreciated!!!!!!! I really want to learn this!!
I would suggest always using reference as much as you can. Especially for something like this. Mainly because designing something of your own is a whole other skill in and of itself, I learned this the hard way.
Pretty much finished baking, just need to fix some light map issues and then I can start texturing -- I messed around in game with lights, particles and base materials to get a feel for the colors I'm going to use.
Almost finished. I dislike a lot of things about this project, mostly knowing all the mistakes I've made. I'm satisfied knowing that my next project will be better gathering the knowledge I've learned from this. Honing my texture process skills will be a big upcoming focus of mine, seeing as how its my weakest link I think.
The top and bottom parts are hard to read in terms of material definition. I assume it's concrete but it's even harder to tell when you combined a futuristic metal / laser with standard concrete support.
The top bolts seem to be lost completely in the normal map?
Replies
I really do apologize for the bad render this time around, I'm still a noob trying to grasps the vast knowledge out there. My teacher told me not to blast the lights like I did above and I will try to present more adequate updates here on by.
Further on, I REALLY do appreciate the feedback that you can give me, I need to learn, and every bit helps!!
*Sigh* And then, this project; I am trying to present a modular oriented project. I want my pieces to be able to be used in multiple instances. * Pipes*Windows*Metal Conductors*Main Base Mesh.
I HAVE A QUESTION FOR ALL YOU PRO'S OUT THERE!!!! What is your "Philosophy" behind your workflow? How do you go from base mesh to high poly to low poly?
I started doing chamfers on my base mesh thinking that it would serve my low poly but I've been told that I should focus on having a base mesh -> High poly -> Low poly, or I think that's what I understood > <
Any feedback is greately appreciated!!!!!!! I really want to learn this!!
https://www.youtube.com/watch?v=-rmKPUdiaio
Almost finished. I dislike a lot of things about this project, mostly knowing all the mistakes I've made. I'm satisfied knowing that my next project will be better gathering the knowledge I've learned from this. Honing my texture process skills will be a big upcoming focus of mine, seeing as how its my weakest link I think.
http://void28.wix.com/hachedavid#!3d-art/c1cq4
The top bolts seem to be lost completely in the normal map?
Reminds me of Half Life.