I think it looks pretty good but it'd be a lot easier to point out flaws if you were to submit some kind of reference as well.
There is the obvious problem with too tight edges for baking but it's unclear if you're going to bake this or not so that may not even apply.
Also the bolts seem to just intersect the circular parts with no real holes, but it's kind of hard to tell at such a low resolution. It also looks ribs pointing out from the concave bits are just intersecting the main shape but I could be wrong again for low-res and noise.
As Nosslak pointed out, it is difficult to give much in the way of feedback without knowing what you are modeling. Do you have some sort of reference or concept you are going off? Are you building some sort of machine from your imagination? If so, what is it's purpose? Without any info about what you're building, all we can see is that you've modeled some high poly cylinders and bolts.
@Silkroadgame: thanks , i think this 6 months will be a journey of learning and a lots of fails . @Cracktocksteady : that was just a little practice , trying to make a mechanical thing . i will be sure to work from references for my next projects ! thanks you
so i started a little new project :
here is my reference :
i think i will go CG for this one , and make it with MentalRay
here is my models :
Next Step , i will try to make some simple renders and put the models together and then TEXTURING
I hope you are using more reference than just that image...
A golf tee actually dips on top so it can hold the ball without it rolling off. Yours looks completely flat. The shape is incorrect as well. Find some separate reference images for a golf tee and you'll see what I mean.
The banner has some creases that should not be there and the flow looks uneven.
Take special care in paying attention to your control edges. There shouldn't be any unwanted creases.
Hey, be careful on resizing images - keep the aspect ratio locked, as a couple of them are visibly squashed (the first one, and the screws). It doesn't look very professional and recruiters will think you don't know enough Photoshop or something. :poly101: Other than that good luck in your journey!
Hey man,
These are coming along nice. I like your approach to learning/improving, making a variety of engine parts will create a great mental repository of shapes you can pull from later on, and it's also just great hard surface practice.
Would love to see the reference you are using to build these pieces. I think at this stage it's best to start collecting real world ref and using that to model off of. One of the best sites to use to find some great mech shapes is probably prime portal: http://www.primeportal.net/the_airstrip.htm
Anyways, Keep going! Looking forward to seeing more.
Hey, not a bad attempt on the katana at all. Just looking at your image made a few thoughts pop up but I haven't actually compared them, so just for reference:
I think katana's are a little bit longer and the blade is generally more curved. What you have at the moment reminds me more of a ninjato (well, a particularly long one).
I dont want to sound like a dick and jump to conclusions, but are all those assets on your cg hub truly yours? They all have varying degrees of skill put forth. I also notice some erase marks where titles should go on a few of them. Most obviously the wood.
Also, this low poly handpainted sword on your profile:
Your hi-polies looks cool, but can't say the same for the lows. If you're intending to bake your hi-poly models, then you should make the edges bolder. I see all of your hi-poly models have too sharp edges that wouldn't translate well into lowpoly.
I think you can give the eotech another chance, with some higher poly counts around the radial indents (looks too much lowpoly) and bolder hipoly edges. You'll need to split your uvmap corresponding to your sharp edges on your models shading (if you're not using synced workflow, it seems so).
holy mother of god is that shiny. it looks like your seat and wheels are made of metal O_o also, you may want to darken the background a bit so we can see the details better.
I like that last image a lot. Something that jumps out at me is the harsh edge on the large circular shape. Wait, is that the moon? What's the motivation for that? I think a subtle vignette could work, but the edges would need to be a lot softer.
Replies
There is the obvious problem with too tight edges for baking but it's unclear if you're going to bake this or not so that may not even apply.
Also the bolts seem to just intersect the circular parts with no real holes, but it's kind of hard to tell at such a low resolution. It also looks ribs pointing out from the concave bits are just intersecting the main shape but I could be wrong again for low-res and noise.
Good luck with your progress!
Some progress
Your first piece is looking good,and I was wondering how many props can you create in 6 months?
@Cracktocksteady : that was just a little practice , trying to make a mechanical thing . i will be sure to work from references for my next projects ! thanks you
so i started a little new project :
here is my reference :
i think i will go CG for this one , and make it with MentalRay
here is my models :
Next Step , i will try to make some simple renders and put the models together and then TEXTURING
Any crits , i will be thankful ..
thanks you
A golf tee actually dips on top so it can hold the ball without it rolling off. Yours looks completely flat. The shape is incorrect as well. Find some separate reference images for a golf tee and you'll see what I mean.
The banner has some creases that should not be there and the flow looks uneven.
Take special care in paying attention to your control edges. There shouldn't be any unwanted creases.
here is my test render with skyline .
and a little practice
crits welcomed
here is a render with MentalRay . Small resolution for the test
i changed the color of text because the black didn't work out well
any crits welcome
here is my final .. i'm having trouble with this shit quality :poly127:
crtis welcome
i should work more
crits welcome
These are coming along nice. I like your approach to learning/improving, making a variety of engine parts will create a great mental repository of shapes you can pull from later on, and it's also just great hard surface practice.
Would love to see the reference you are using to build these pieces. I think at this stage it's best to start collecting real world ref and using that to model off of. One of the best sites to use to find some great mech shapes is probably prime portal: http://www.primeportal.net/the_airstrip.htm
Anyways, Keep going! Looking forward to seeing more.
here is another work : KATANA
crtis welcome
I think katana's are a little bit longer and the blade is generally more curved. What you have at the moment reminds me more of a ninjato (well, a particularly long one).
i did a fast hand painting practice
i will start doing some practice challenges ..
Challenge : Creating normal map for a props just using photoshop . no highpoly or baking
Time : 40 min
i did some bad unwraping ad having some seems
Also, this low poly handpainted sword on your profile:
http://cghub.com/images/view/523351/
happenes to be the exact same shape as this handpainted sword model available for download....
http://3docean.net/item/low-poly-fantasy-sword/3111646?ref=boulderjoe&ref=boulderjoe&clickthrough_id=201819058&redirect_back=true
for the hand painted sword . i just found a concept art and work from it .
you can seet it from here : http://fc01.deviantart.net/fs70/f/2012/039/8/1/weapons_concept_04_by_firstkeeper-d4p3f05.jpg
i will try to texture this tomorrow ; i really have to finish it off
crits welcome
Crits , advices welcome
I think you can give the eotech another chance, with some higher poly counts around the radial indents (looks too much lowpoly) and bolder hipoly edges. You'll need to split your uvmap corresponding to your sharp edges on your models shading (if you're not using synced workflow, it seems so).
here is a little rock study , i will texture it later
i render it out on mental ray , and i'm really happy with the results ( because i always fail on renders )
crits and advices , welcome
i will go cg for this one :
crits welcome
i hope i can get some crits on this one !
thanks you
i think i will call it done for now
any crits , welcome
thanks you !
i started working on a simple hallway :
here is the concept
here is my progress so far .
any crits , welcome
thanks
i didn't really follow the concept .
i really wanted to do a bigger resolution , but my computer sucks .. this one was 1 hour render : s
Scrotieflapwack : i'm using 3d max
here is my first concept
here is the finished result i think , i have no idea what i'm doing again ! .. here is the final :
any crits welcome : )
i'm going to start learn some unity .. this will be my first project .. it's going to be a 2d environment with 3d models . here is the concept :
here is the modeling so far :
i'm going to try to move the angle of the camera , but i think there will be more work to do : here is a shot
any crtis on this , weclome
thanks