Nice work Mik2121, the polycount face included in the texturing is a nice touch!
If I can make a comment about the leather, I think it could use some wear on the edges
Hey JurassicPerk, thanks for the comments! Yeah, I tried adding some wear, though I didn't want to overdo it (the original is so clean). For now I will go with this:
I have to ask because it has always aluded me, how do you guys create those patterns in photoshop? They seem so clean yet so organic so I would love to know more about how you guys managed to create them
Stormfreek: Typically using paths/vectors. After you have paths, there is a variety of ways you can create pixels or "Strokes" based on them. Once you have the pixels, you can blur them a bit so the projection isn't so harsh in zbrush, Viola. I can do a little breakdown this week if its a common topic. I might do it on last weeks model though, just to be a funny guy.
I'll have to pass on this one Just started a new job so times a bit tight.
Good luck though guys! Looking awesome so far.
One thing to remember about zBrush is that when you step up the sub division levels it is smoothed like how it is in another other 3D program, in that the more dense areas of your mesh will receive a higher number of polygons. The problem is that these may not be the areas that need a more dense area of poly's.
Here's a good vid on it from the guys at virgil games
So the physical world called out the design on this one. Its not physically possible for the blade, and the teeth to be on the same plane with them extending beyond the edge of the blade. So I put my own spin on it to make it actually work. I'll get the textures tomorrow or Thursday.
I'm not typically a hard surface guy, but I want to learn! Threw this together tonight, any feedback would be greatly appreciated! High Poly/Texturing next.
JurassicPerkYeah I tried sculpting the detail too, not going to happen ^^. I'd be intrested to know how you rendred your detail so cleanly. Is that with VrayDisplacmentMod?
commadorHehe, I hate when that happens with concept art.
UmiPhoenix I think you could probably add more polys into that. I find that if you let the smoothing do all the work you won't get a result you can control so well.
JurassicPerkYeah I tried sculpting the detail too, not going to happen ^^. I'd be intrested to know how you rendred your detail so cleanly. Is that with VrayDisplacmentMod?
commadorHehe, I hate when that happens with concept art.
UmiPhoenix I think you could probably add more polys into that. I find that if you let the smoothing do all the work you won't get a result you can control so well.
Hello Everyone. This is my first post on Polycount I see some really great work and I wanted to join in the fun. I know its a little late, but better late than never. This is my HP for now. Gonna try and add the small details in mudbox soon. Any critiques would be great. Thx.
alex-stown Hey mate, yeah no problem, I simply make a spiral of polys(I used helix spline). Then used soft selection to give it some randomness. To make it conform to the handle I use an old script called Warpit. Finaly simply extrude and use soft selection again to move the overlapping parts. If you do this in multiple passes you can add the inter layers of bandage to the highpoly target in warpit.
super quick texture. I'll spend more time on it tomorrow to make it look nice. I fought waaay too long with the handle and pommel trying to get a decent bake.
JurassicPerkYeah I tried sculpting the detail too, not going to happen ^^. I'd be intrested to know how you rendred your detail so cleanly. Is that with VrayDisplacmentMod?
Ehi Kharn, sorry for the late reply. Yes I've used VrayDisplacementMod. Setting the edge lenght to 1 pixel, makes very clean results (but very long render time and ram consumption).
Ehi Kharn, sorry for the late reply. Yes I've used VrayDisplacementMod. Setting the edge lenght to 1 pixel, makes very clean results (but very long render time and ram consumption).
Great entry by the way!
Here we go with week6:
Dat render tho! What was it rendered in? Also, was the sword engravement done with an alpha sculpt and did you use a displacement for the leather-type material on the handle.
Finally, how did you make the leather grip?
Ehi Kharn, sorry for the late reply. Yes I've used VrayDisplacementMod. Setting the edge lenght to 1 pixel, makes very clean results (but very long render time and ram consumption).
Wonder when will we get the next week's challenge. And hopefully something different! :P
Also great work by all you guys. I kinda rushed my lowpoly a bit, next time I'll spend a bit more time :P
I was informed that Week 7 model will be posted on Monday. Although that wasn't from s6 himself (he's been kind of mia/busy lately)
I did like this week concept did introduce some new blood, was more on the texturing side though. Mik your model came out really nice especially your texture
*Never heard of Nvil/Voidworld pretty affordable as-well at $79*
I was informed that Week 7 model will be posted on Monday. Although that wasn't from s6 himself (he's been kind of mia/busy lately)
I did like this week concept did introduce some new blood, was more on the texturing side though. Mik your model came out really nice especially your texture
*Never heard of Nvil/Voidworld pretty affordable as-well at $79*
Hey Thanks! Glad you liked the model and texture. I should have made the leather handle shape a bit less "perfect" though. Oh well... can't wait to see what we get for this week!!
Dat render tho! What was it rendered in? Also, was the sword engravement done with an alpha sculpt and did you use a displacement for the leather-type material on the handle.
Finally, how did you make the leather grip?
So many questions... :P
Nice though!
Ehi Man, lots of questions XD
Here we go:
1. As MrOneTwo wildly guessed :poly122:, this was rendered inside 3dmax with vray
2. Yep, the etching was done with a 2D mask used as displacement
3. Nope, the leather has just a normal map applied on it
4. The leather grip was done with 3dsmax cloth, simulating a plane rolling onto the grip (I know, I'm a lazy bastard):
Here we go:
1. As MrOneTwo wildly guessed :poly122:, this was rendered inside 3dmax with vray
2. Yep, the etching was done with a 2D mask used as displacement
3. Nope, the leather has just a normal map applied on it
4. The leather grip was done with 3dsmax cloth, simulating a plane rolling onto the grip (I know, I'm a lazy bastard):
Lazy? That's one of the coolest things I've ever seen!
Right finaly made time to finish week 6 @Jura: Wow man at 1 edge length that must have taken some time to render ^^ .Also I love the way you've made the bandages; it might lack a bit of control over the result but it will fit any shape, brilliant.
How are you meant to wrap around the pistol grip patterns without using an ffd modifier? Having a hard time finding any info on that, and the use of skin wrap modifier in max.
From the examples it looks pretty easy to do with ffd modifiers because the grip is sectioned off into almost planar surfaces. Although what if I wanted to wrap one pattern around the entire grip?
I think I've got a good starting point. Any critiques are always welcomed.
There a seam the runs through the middle of the grip more visible at the front and a little less visible along the back. You could consider rounding it off a little more some areas are a bit flat.
Here we go:
1. As MrOneTwo wildly guessed :poly122:, this was rendered inside 3dmax with vray
2. Yep, the etching was done with a 2D mask used as displacement
3. Nope, the leather has just a normal map applied on it
4. The leather grip was done with 3dsmax cloth, simulating a plane rolling onto the grip (I know, I'm a lazy bastard):
Can you make a quick tutorial on that cloth simulation please it looks like you're just rolling it while the one end of the cloth is snapped to the tube?
Replies
Hey JurassicPerk, thanks for the comments! Yeah, I tried adding some wear, though I didn't want to overdo it (the original is so clean). For now I will go with this:
Will give this a shot this week!
Stormfreek: Typically using paths/vectors. After you have paths, there is a variety of ways you can create pixels or "Strokes" based on them. Once you have the pixels, you can blur them a bit so the projection isn't so harsh in zbrush, Viola. I can do a little breakdown this week if its a common topic. I might do it on last weeks model though, just to be a funny guy.
Good luck though guys! Looking awesome so far.
One thing to remember about zBrush is that when you step up the sub division levels it is smoothed like how it is in another other 3D program, in that the more dense areas of your mesh will receive a higher number of polygons. The problem is that these may not be the areas that need a more dense area of poly's.
Here's a good vid on it from the guys at virgil games
http://www.livestream.com/vigilnights/video?clipId=pla_69d386b0-0c57-444a-a1e5-4c820a55e9d2&utm_source=lslibrary&utm_medium=ui-thumb
WIP, trying to figure out the texturing.
Wires Sword 1
Wires
Beauty renders.
Wires can be found here.
commador Hehe, I hate when that happens with concept art.
UmiPhoenix I think you could probably add more polys into that. I find that if you let the smoothing do all the work you won't get a result you can control so well.
How you made so cool bandage ?=) Can you show ?
wires
The sickle wires in the following link.
I Think I'll rework the carvings tomorrow, and perhaps even retopo and bake.
My second entry this is the first weapon, was a little lost on the head so just decided to make the outline base form.
Wires Sword 2
forged in nvil
wires
High:
Low:
Wires
Ehi Kharn, sorry for the late reply. Yes I've used VrayDisplacementMod. Setting the edge lenght to 1 pixel, makes very clean results (but very long render time and ram consumption).
Great entry by the way!
Here we go with week6:
>> Wireframes <<
Beauty:
Clay:
Dat render tho! What was it rendered in? Also, was the sword engravement done with an alpha sculpt and did you use a displacement for the leather-type material on the handle.
Finally, how did you make the leather grip?
So many questions... :P
Nice though!
nice work! Great idea for the creation of the padding hilt
Also great work by all you guys. I kinda rushed my lowpoly a bit, next time I'll spend a bit more time :P
forged in nvil
wires
I was informed that Week 7 model will be posted on Monday. Although that wasn't from s6 himself (he's been kind of mia/busy lately)
I did like this week concept did introduce some new blood, was more on the texturing side though. Mik your model came out really nice especially your texture
*Never heard of Nvil/Voidworld pretty affordable as-well at $79*
wire
http://imgur.com/Ykq6j9f
Hey Thanks! Glad you liked the model and texture. I should have made the leather handle shape a bit less "perfect" though. Oh well... can't wait to see what we get for this week!!
Sorry about the delay. Bit of a hectic weekend.
For practice creating surface details on curved surfaces! :
Those blades are looking really cool btw guys Glad some of you went cradle to grave with it.
So is Ndo/ noisemaker "not recommended"?
wire
wire
wire
wire
wire
Helpful reference for the AGR 43
http://www.themakogroup.com/v/vspfiles/photos/RSG-6.jpg
http://www.themakogroup.com/product_p/rsg.htm
Reference for RSG
Ehi Man, lots of questions XD
Here we go:
1. As MrOneTwo wildly guessed :poly122:, this was rendered inside 3dmax with vray
2. Yep, the etching was done with a 2D mask used as displacement
3. Nope, the leather has just a normal map applied on it
4. The leather grip was done with 3dsmax cloth, simulating a plane rolling onto the grip (I know, I'm a lazy bastard):
Wow, thanks a lot for the link, Alex, great reference
I was just wondering how you guys would handle this type of area? Just like how I've done?
Curious by ravedonkeyad, on Flickr
Critiques would be nice, trying to refine the shape before adding the floaters (extra detail)
@Jura: Wow man at 1 edge length that must have taken some time to render ^^ .Also I love the way you've made the bandages; it might lack a bit of control over the result but it will fit any shape, brilliant.
From the examples it looks pretty easy to do with ffd modifiers because the grip is sectioned off into almost planar surfaces. Although what if I wanted to wrap one pattern around the entire grip?
Wires
http://2.bp.blogspot.com/-5epqMH7hV10/Uwwr5OAewWI/AAAAAAAACbc/DcjeQj_b6tU/s1600/StartingPointWires.png
There a seam the runs through the middle of the grip more visible at the front and a little less visible along the back. You could consider rounding it off a little more some areas are a bit flat.
Can you make a quick tutorial on that cloth simulation please it looks like you're just rolling it while the one end of the cloth is snapped to the tube?