.-| Week 40- The Weekly Hard Surface Challenge |-.

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Replies

  • Uberren
    Uberren polycounter lvl 11
    edited May 2014
    SJic8Ky.png
    Gave it a shot.
    Would be interested to know if my edges will allow me to get a nice bake. Are they too sharp?
  • commador
    commador polycounter lvl 14
    edited May 2014
    Uberren wrote: »
    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.
  • AlexRodriguez
    AlexRodriguez polycounter lvl 10
    edited May 2014
    ZUjEqXC.png

    WIP, have the whole thing blocked out for the low poly, here the HP. Will be trying baking + low poly for the first time
  • Uberren
    Uberren polycounter lvl 11
    edited May 2014
    commador wrote: »
    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.

    Will do, thanks for the advise.
  • Kon Artist
    Kon Artist polycounter lvl 8
    edited May 2014
    Fun little prop.
    PC_19_ryan_bown.jpg
  • Damian Nachman
    Damian Nachman polycounter lvl 6
    edited May 2014
    Heres a finished low poly of the control box:

    i4yREiz.png
    MwosXem.jpg
  • Filcomet
    Filcomet polycounter lvl 11
    edited May 2014
    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.
    HPQC3N5.jpg
  • AlexRodriguez
    AlexRodriguez polycounter lvl 10
    edited May 2014
    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
  • commador
    commador polycounter lvl 14
    edited May 2014
    JoshuaG wrote: »
    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.

    Here's my high poly for the week.

    Wires
    14307701043_08942daca2_o.png
  • JamesArk
    JamesArk polycounter lvl 10
    edited May 2014
  • commador
    commador polycounter lvl 14
    edited May 2014
    James, fantastic! Even trying to nit-pick, there isn't much to say.
  • SsSandu_C
    SsSandu_C polycounter lvl 13
    edited May 2014
  • commador
    commador polycounter lvl 14
    edited May 2014
    SsSandu_C, fantastic work. Really nice that you chose to model all the details that would typically end up added to the normal map.
  • Damian Nachman
    Damian Nachman polycounter lvl 6
    edited May 2014
    And..... here is the Low-Poly:
    WBhFGqa.png
  • SsSandu_C
    SsSandu_C polycounter lvl 13
    edited May 2014
    Good work guys!
    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.
  • jesterhead
    edited Jun 2014
    AzkU7ES.jpg

    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...
  • AlexCatMasterSupreme
    AlexCatMasterSupreme interpolator
    edited Jun 2014
    scotthomer wrote: »
    Thank you Samir!

    As requested :D

    Beauty Shot:
    cranehook.jpg

    Wires:
    cranehook_hs_challenge_wires.jpg
    Lol this is terrible have you even modeled before?
    Nice model m8.
  • AdvisableRobin
    AdvisableRobin polycounter lvl 10
    edited Jun 2014
    Finished the Echo Device's high poly.

    @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
    dtK5Hm9.jpg
  • Oniram
    Oniram polycounter lvl 17
    edited Jun 2014
    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. :)
  • JamesArk
    JamesArk polycounter lvl 10
    edited Jun 2014
    Damn, kicked it up a notch this week.
  • commador
    commador polycounter lvl 14
    edited Jun 2014
    It got a blast from the ol' spice weasel. Bam!
  • JamesArk
    JamesArk polycounter lvl 10
    edited Jun 2014
    JoshuaG wrote: »
    For anybody who's going to be modeling the Tet Rifle (Oblivion rifle), the lower receiver and pistol grip is a Bushmaster ACR.

    Awesome, much appreciated.
  • Sanro
    Sanro triangle
    edited Jun 2014
    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?

    Elysium_Grenade_High_Poly.jpg


    Thanks :)
  • AlexRodriguez
    AlexRodriguez polycounter lvl 10
    edited Jun 2014
    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
  • left4bread
    edited Jun 2014
    Hey everyone just some more references of the receiver, mount and barrel.

    bc2e7c98c7.jpg

    f81c9dd246.jpg

    825e2fa243.jpg

    3b3cfc3464.jpg

    788ffeee00.jpg
  • commador
    commador polycounter lvl 14
    edited Jun 2014
    Sanro wrote: »
    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?



    Thanks :)

    Can you post a link to your wires?
  • JamesArk
    JamesArk polycounter lvl 10
    edited Jun 2014
    Finally have something to show for this week's challenge:

    EhN4ccg.jpg

    nwJllYZ.jpg

    Wires
  • left4bread
    edited Jun 2014
    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 :) )


    4219c00dbc.png

    81dcf18b70.png
  • commador
    commador polycounter lvl 14
    edited Jun 2014
    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. :)


    OK everyone, week 22 is up. Get at it!
  • Damian Nachman
    Damian Nachman polycounter lvl 6
    edited Jun 2014
    Sick concept Commador!
    Will get to it once I finish my current project.
  • JamesArk
    JamesArk polycounter lvl 10
    edited Jun 2014
    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.

    ExaKQyZ.jpg

    Going to retopo/texture it and hopefully get something good out of it.

    Week 22 looks fun too :thumbup:
  • Bartalon
    Bartalon polycounter lvl 12
    edited Jun 2014
    Finally got some time off to do a few of these!

    qCbsNuu.jpg

    YFWiE7x.jpg

    Wires

    FZfl2Aj.jpg

    saJJ00G.jpg

    Wires

    XvSM68U.jpg

    Wires

    Dp9LSrm.jpg

    Wires

    pJ7eSeX.jpg

    Wires

    fpJ5Qq8.jpg

    Wires

    4UKTf5O.jpg

    Wires

    DvcfU8a.jpg

    Wires

    4aX20Qr.jpg

    Wires
  • JamesArk
    JamesArk polycounter lvl 10
    edited Jun 2014
    Lookin' good, Bartalon :)

    My Autopsy Table from this week:

    TjVv3wC.jpg
  • alecchalmers
    alecchalmers polycounter lvl 10
    edited Jun 2014
    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.
  • commador
    commador polycounter lvl 14
    edited Jun 2014
    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.
  • alecchalmers
    alecchalmers polycounter lvl 10
    edited Jun 2014
    Sounds good, I definitely need the practise so I will start ASAP.
  • AlexRodriguez
    AlexRodriguez polycounter lvl 10
    edited Jun 2014
    Busy week but was able to wrap up the gun, fun challenge will update with a Marmoset Render shortly
    sKUt6XR.jpg

    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
    26meYMB.jpg
  • commador
    commador polycounter lvl 14
    edited Jun 2014
  • JamesArk
    JamesArk polycounter lvl 10
    edited Jun 2014
    Good stuff commador :)
  • alex-stown
    alex-stown polycounter lvl 10
    edited Jun 2014
  • s6
    s6 polycounter lvl 10
    edited Jun 2014
    Awesome work in here guys! really cool to read through and see peoples progress :)
  • commador
    commador polycounter lvl 14
    edited Jun 2014
    Alright, this one was a bit trickier than it looks. It has lots of flat faces, but also many curves to deal with.

    Wires

    14276402890_586bf96afc_o.png
  • SsSandu_C
    SsSandu_C polycounter lvl 13
    edited Jun 2014
    nice model commador
    Will give this challenge a go today.
  • commador
    commador polycounter lvl 14
    edited Jun 2014
    SsSandu_C, awesome! Looking forward to seeing your work.

    alex-stown, is that a low poly baked version? Can you post an image of your high poly with a high specular material?
  • Itholon
    Itholon polycounter lvl 7
    edited Jun 2014
    Tried to do an Elysium Grenade. Hard Surface, is not exactly my speciality, but I am pleased with the model. Made in about 1 hour. 1700 polys
    yHYIiQC.jpg
  • Kon Artist
    Kon Artist polycounter lvl 8
    edited Jun 2014
    just finished texturing my nade from a few weeks back.

    ryan_bown_nade_02.jpg

    update: Toned down some of the wear a bit.

    ryan_bown_nade_03.jpg
  • jakebelgian
    edited Jun 2014
    Hey Polycount!

    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;

    SbJMGlH.png

    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! ;)
  • commador
    commador polycounter lvl 14
    edited Jun 2014
    Ryan, looks good! I think the wear may be a bit overkill however.

    Welcome Jake! Good start so far. Now finish it! :)
  • commador
    commador polycounter lvl 14
    edited Jun 2014
    MMmm. Pearl white. Pretty. :)

    Wires

    14535611733_61e9e3885d_o.png

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