Gave it a shot.
Would be interested to know if my edges will allow me to get a nice bake. Are they too sharp?
Looks pretty good. The can looks pretty nice and loose, but the squared off spoon looks a bit tight. If you could get all the edges of those parts on the top to be a bit closer to the can, it should bake down pretty well.
Looks pretty good. The can looks pretty nice and loose, but the squared off spoon looks a bit tight. If you could get all the edges of those parts on the top to be a bit closer to the can, it should bake down pretty well.
I've just finished my low poly, I always start with that, most of the texture will be hand painted, I'll try achieve a similar look like the original prop.
JoshuaG: The overall concept is to model the concept/image that is posted the best you can *most of the weekly have been real life hard surface object that consisted of tricky geometry, so making the high poly was great enough*.
With the last 2 weekly being concept/game related your best plan of attack is to do both high poly and low poly and bake/texture if your able to. Just try and do the most you can if you can do them all great, these are mostly for practice so no harm if you hit road blocks.
I personally am working my way to baking at the moment still ironing out a few UV, as Commandor stated with the detail that baked in it good practice to model that area/added practice
For these hard surface challenges, are we trying to make the models high poly, low poly, bake high onto low, or whatever we want? This Borderlands prop is very low poly so I don't know if I should just go ahead and make a high one.
The focus should be primarily on high poly modeling. You can however complete the low, bake, and texture if you wish.
For this week, think of it as having a game asset for the reference. Its no different than the grenade last week, or the crane control box the week before.
@jesterhead The way I did the mic hole geometry was to delete the section of faces on the device where the holes would be, create the mic hole geometry separately and then place them where I deleted the face. From there it would just be a matter of bridging the two meshes together and cleaning up the topology afterwards.
ooh nice. i like that oblivion rifle. had been wanting to take a stab at it for quite some time. maybe now would be a fun time to go for it. nice collection of reference.
Hey guys, decided it was time to join in on these to improve hard surface and I started with the Elysium grenade.
I'm having a problem with supporting some of the edges, I want to add loops where the blue lines in the image below are, however they flatten out the sides of the cylinder and look a fair bit uglier than the small stretching there is now (marked in red).
I've tried adding swift loop and moving the edges around manually however it still leads to pinching and creates a very hard edge - can anyone offer some advice as to how they went about doing this?
Thank you JoshuaG I was going to start tomorrow but stopped by and saw the amazing reference. Nice to see it have piece from real life guns. I thought people would love doing a gun as i been wanting to.
Sanro: First thing to do is to determine how many sided cylinder your going to make the entire model from or that section. I used a 56 sided due to the top having 14 slabs and gabs of 2, this also lead to only moving the edges a tiny bit for proportions. You could also tried 28 sides but i noticed it wasnt as smooth and required more edge moving.
As you shown in your image that how you want your edges to line up so keep adding sides till you feel the proportions are correct. I used 56 and it came out nicely hardly no tweaking go lower if u can. Next when u add support loops add the as a ring around the model not up and down.
http://m.imgur.com/EYdWUmI as you can see didnt do much edge tweaking as the edges already went along the proportions i wanted
Hey guys, decided it was time to join in on these to improve hard surface and I started with the Elysium grenade.
I'm having a problem with supporting some of the edges, I want to add loops where the blue lines in the image below are, however they flatten out the sides of the cylinder and look a fair bit uglier than the small stretching there is now (marked in red).
I've tried adding swift loop and moving the edges around manually however it still leads to pinching and creates a very hard edge - can anyone offer some advice as to how they went about doing this?
Looks well James! I would maybe tighten a few edges up on the front but that's all I can really say.
Anyway here is mine I haven't really modeled many guns let alone highly so this is pretty much my first attempt at it, I don't think I will be making any more changes to it but I will gladly accept any criticism
Wires My awful topology (something I aim to improve )
James, great work. I think it may look a bit better if you increase the width of the grip fore to aft. Looks a bit thin in that direction.
left4bread, good start and welcome to the challenge! Many of your edges look very tight. Try to loosen them a bit. Even if you have no intention of baking this (which I think you should for good practice) you should always be in the mindset to create a complete asset. Look at the edges on James rifle. Notice how they are nice and broad. This is perfect for baking.
The receiver looks a bit fat in width, and the shape of the grip needs some refinement. Just be sure in the future to really look closely at your references and keep them in line.
Last post for the high poly of Week 21's challenge, thanks everyone for the comments. I changed the various stuff around to better match how the rifle looks in the movie and added the strap on the back.
Going to retopo/texture it and hopefully get something good out of it.
Hey guys, I'm interested in learning more about hard surface and this seems like a great way to develop. I'm curious, are the images above hi-poly sub-D's or have they been baked down to low polys? Is it the case that I would be fine just practising Hard surface shapes for now, and not have to worry about baking, I tend to have problems with the baking side of things.
Bartalon, welcome aboard! Look forward to seeing more from you.
James, very nicely done. Your edges are great!
Alec, glad to see you join the challenge! Everything is high poly sub-d for the most part. Its not a requirement, but if you want to bake and texture and show that off in the thread, feel free. Sometimes the weeks are "small" enough where you should have plenty of time to complete the process and have a finished prop. But we are primarily focused on hard surface modeling only.
Hope you all don't mind me being behind on these, this is my first post here (and my 6th ever asset!) so feedback from all you talented people would be greatly appreciated!
I gave the UNSC Door a go;
Please note; I'm only working on 1/4 at the moment, and simply mirroring it to get an overall idea of the final outcome. I'm aware it's not fully symmetrical!
Replies
Gave it a shot.
Would be interested to know if my edges will allow me to get a nice bake. Are they too sharp?
Looks pretty good. The can looks pretty nice and loose, but the squared off spoon looks a bit tight. If you could get all the edges of those parts on the top to be a bit closer to the can, it should bake down pretty well.
WIP, have the whole thing blocked out for the low poly, here the HP. Will be trying baking + low poly for the first time
Will do, thanks for the advise.
With the last 2 weekly being concept/game related your best plan of attack is to do both high poly and low poly and bake/texture if your able to. Just try and do the most you can if you can do them all great, these are mostly for practice so no harm if you hit road blocks.
I personally am working my way to baking at the moment still ironing out a few UV, as Commandor stated with the detail that baked in it good practice to model that area/added practice
The focus should be primarily on high poly modeling. You can however complete the low, bake, and texture if you wish.
For this week, think of it as having a game asset for the reference. Its no different than the grenade last week, or the crane control box the week before.
Here's my high poly for the week.
Wires
Wires
wires
Thank you commador! I knew that I didn't have time to bake so I thought I'd add some of those details as geo.
First one, only thing i got stuck on was the "Mic holes"? Any Maya-users have some suggestions how to tackle them? Normally i would do them in nDo2.
http://i.imgur.com/a4bQc0W.jpg
Kinda messy i know...
Nice model m8.
@jesterhead The way I did the mic hole geometry was to delete the section of faces on the device where the holes would be, create the mic hole geometry separately and then place them where I deleted the face. From there it would just be a matter of bridging the two meshes together and cleaning up the topology afterwards.
Wires
Awesome, much appreciated.
I'm having a problem with supporting some of the edges, I want to add loops where the blue lines in the image below are, however they flatten out the sides of the cylinder and look a fair bit uglier than the small stretching there is now (marked in red).
I've tried adding swift loop and moving the edges around manually however it still leads to pinching and creates a very hard edge - can anyone offer some advice as to how they went about doing this?
Thanks
Sanro: First thing to do is to determine how many sided cylinder your going to make the entire model from or that section. I used a 56 sided due to the top having 14 slabs and gabs of 2, this also lead to only moving the edges a tiny bit for proportions. You could also tried 28 sides but i noticed it wasnt as smooth and required more edge moving.
As you shown in your image that how you want your edges to line up so keep adding sides till you feel the proportions are correct. I used 56 and it came out nicely hardly no tweaking go lower if u can. Next when u add support loops add the as a ring around the model not up and down.
http://m.imgur.com/EYdWUmI as you can see didnt do much edge tweaking as the edges already went along the proportions i wanted
Can you post a link to your wires?
Wires
Anyway here is mine I haven't really modeled many guns let alone highly so this is pretty much my first attempt at it, I don't think I will be making any more changes to it but I will gladly accept any criticism
Wires My awful topology (something I aim to improve )
left4bread, good start and welcome to the challenge! Many of your edges look very tight. Try to loosen them a bit. Even if you have no intention of baking this (which I think you should for good practice) you should always be in the mindset to create a complete asset. Look at the edges on James rifle. Notice how they are nice and broad. This is perfect for baking.
The receiver looks a bit fat in width, and the shape of the grip needs some refinement. Just be sure in the future to really look closely at your references and keep them in line.
OK everyone, week 22 is up. Get at it!
Will get to it once I finish my current project.
Going to retopo/texture it and hopefully get something good out of it.
Week 22 looks fun too :thumbup:
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My Autopsy Table from this week:
James, very nicely done. Your edges are great!
Alec, glad to see you join the challenge! Everything is high poly sub-d for the most part. Its not a requirement, but if you want to bake and texture and show that off in the thread, feel free. Sometimes the weeks are "small" enough where you should have plenty of time to complete the process and have a finished prop. But we are primarily focused on hard surface modeling only.
I will be skipping week 22 and will be doing a building to practice texturing/baking as my weekly model practice: http://i.imgur.com/gpldCbR.jpg
I also went back and did a quick build up on my Week 20
1.5 houres.
Wires
Will give this challenge a go today.
alex-stown, is that a low poly baked version? Can you post an image of your high poly with a high specular material?
update: Toned down some of the wear a bit.
Hope you all don't mind me being behind on these, this is my first post here (and my 6th ever asset!) so feedback from all you talented people would be greatly appreciated!
I gave the UNSC Door a go;
Please note; I'm only working on 1/4 at the moment, and simply mirroring it to get an overall idea of the final outcome. I'm aware it's not fully symmetrical!
Welcome Jake! Good start so far. Now finish it!
Wires