Hey all, trying to get better at hard surface, could you guys tell me whats wrong with this particular one and how to fix it? I highlighted some parts that cave me particular trouble.
Hey all, trying to get better at hard surface, could you guys tell me whats wrong with this particular one and how to fix it? I highlighted some parts that cave me particular trouble.
Shinigami, looks good! Just be aware of your proportions however. Some of the parts have much different scales than of the reference.
SsSandu_C, nice work on your last two models. Some of the edges of the spreader look a bit tight if you were to make this a game asset though.
Pmiller001, what does your current wireframe look like? It seems as if you need some edges to terminate the inset. Also, be aware of the bigger shapes as well. The sides of the can are wider in the middle with two smooth bends running vertically. The fill spout should also be on the angled part only, and a good deal bigger. Curve the bottoms as well, they should be quite rounded and not sharp corners.
Sry for posting this right now. I'm making some past ones before I tackle the current one.
Don't be. This is for anyone who wants to get better and practice without needing to hunt around for something to make. I would love to see an influx of new people making everything we've done so far. That said, the microphone looks great.
is the crosshatch pattern normal map ? and if it is how did you make it NDO?
Nah, it's all just high poly in MAX. I just made a small part of the pattern, duplicated it a bunch in a row and then Bend modifier'd it into a cylinder shape.
Top left is the initial pattern, then the pattern + support edge-loops made into a cylinder, then the bottom right is how it looks with the seams removed to smooth it properly, and then finally with it all closed up.
Hi Guys, I'm a bit late to the party with Week 21 here.
I'm pretty new to 3DS MAX and Turbosmooth techniques so any critiques would be awesome. I can see, from reading through this thread, that my edges are probably too tight So that's something to think about in the next model.
Hi Guys, I'm a bit late to the party with Week 21 here.
I'm pretty new to 3DS MAX and Turbosmooth techniques so any critiques would be awesome. I can see, from reading through this thread, that my edges are probably too tight So that's something to think about in the next model.
Welcome! Hope you enjoy your stay and try out some of the fine wares we have to offer.
On to the critique, it looks pretty good from what I can see. Aside from edge width, the only issue with the model is the rails on the gun inside the shell. There is an ACR under that plastic, and near the charging handle you can see in through the cutouts. Those should be flat and not curved. I also think the prongs on the flash hider should be a bit thicker towards the center of the bore; they are rather spindly now.
Welcome! Hope you enjoy your stay and try out some of the fine wares we have to offer.
On to the critique, it looks pretty good from what I can see. Aside from edge width, the only issue with the model is the rails on the gun inside the shell. There is an ACR under that plastic, and near the charging handle you can see in through the cutouts. Those should be flat and not curved. I also think the prongs on the flash hider should be a bit thicker towards the center of the bore; they are rather spindly now.
Thanks Commador, I am aiming to continue participating in the weekly challenges. I've learnt a lot already, just by following this thread
Thanks for the critique, I was finding it hard to see if that inner part was flat or not. I'm pretty noob with gun lingo but I'm guessing the flash hider is the fronty part?
Thanks Commador, I am aiming to continue participating in the weekly challenges. I've learnt a lot already, just by following this thread
Thanks for the critique, I was finding it hard to see if that inner part was flat or not. I'm pretty noob with gun lingo but I'm guessing the flash hider is the fronty part?
Yup. This is the one used for the movie rifle.
Jessica, Welcome aboard! Nice looking gas meter! My critique for this would be the top "cap" shouldn't have hard corners. The front "cap" has two nicely radiused corners which should be all four corners for the top piece. I love that you did everything, including the plastic tabs on the pipes.
Alright! I've been busy with learning MAXScript and all and finally can post my take on week#40 challenge!
Currently just a very simple render on 3ds Max + 3 itterations of TSmooth + VRay with no GI;
decided to get on this weekly thing and give it a go. took about a half hour during lunch to block this out. ill get to doing all the smoothing and such a little more each day.
I want to start doing these challenges when i have some time, give me about 4 weeks
Just curious, if you are making a low poly model, do you use the non subdiv model version with clean edges? or make a low poly first and then the High poly from that?
I typically make my High Poly or as I call it my Medium poly, which I use to blockout the shape/proportions than after that done go in and add the extra details. After I am done with that I save it out as my Med Poly and open it again and add my support loops (I have finner control than doing the double smooth and remove smooth method). This then gives me my finish piece, I run a turbo smooth/sub-d and save it out as my High.
Then I take the Med Poly and remove edges and optimize it down, then I save it as my Low. I then UV the low. Typically once I finish the Med Poly which I dont add any support loops is when it pretty much done adding the support loops/retop for the low is done in a few hours. So yeah High Poly is mostly always first then make the low, unless your blocking out the whole model first then low poly to high would be sufficient (but even then you may start from scratch and use the blockout as a base)
@Jurrassic Man long time no see, you been gone for half a year I think it was that I seen you on polycount. I always loved seeing your work/renders. Looking very nice love the lighting
@Finalhart Yeah it my own workflow, you can also use QuadDraw/Topogun to make any retop more organic pieces. But I always find it easier and faster to just do it from my Med Poly.
Yeah I gotten really good at hard surface, I can model most hard surface props/real life objects (going for a hard surface specialist). I still have room for improvement especially building up my speed/model turn over, currently I am knocking out portfolio pieces so stopped doing the weekly (each piece I am going up in difficulty, then start doing smaller props to build up my speed near GDC).
Just started working on texturing inside of Substance Designer so giving it 2-3 months before I start applying. Ill toss you message over skype sometime
For 43 lets venture into space. I found a cool image of the oxygen valves from a Soyuz capsule. I couldn't find any more detailed images of just the valve panel, and this one isn't the greatest, but it should do. As usual, get to it!
I love everyone's renders, that (and lighting) is something I need to work on. JurassicPerkthat beauty shot is awesome, is that marmoset or a 3D package?
JurassicPerkthat beauty shot is awesome, is that marmoset or a 3D package?
Thanks MonkeyMintaka
Rendering was done with Vray. But in this case the package doesn't matter a lot. What matters is the HDR used to light the subject. I used HDR light studio: using that, you can "paint" the light exactly where you want it to fall on your objects.
I've made a quick .gif showing what I'm talking about:
I highly suggest using it for product shots, it's a game changer when we talk about "precise" rendering.
Rendering was done with Vray. But in this case the package doesn't matter a lot. What matters is the HDR used to light the subject. I used HDR light studio: using that, you can "paint" the light exactly where you want it to fall on your objects.
Awesome,I've never even heard of HDR light studio. I had a look at some videos and it looks really cool. The only problem is I have a pretty old computer with a 32 bit system, so I'm not able to use any of the newer programs (like marmoset 2 or UE4 )until I can afford a new one. But I will try and download an earlier version to learn the basics.
JurassicPerk, Thanks for the additional images. I've added them to the entry on the first page.
Tkail, is that a baked low poly? On the first image, your high poly mesh on the right looks pretty good, but the low poly isn't doing it justice. I would add more geometry and rebake to better capture your work. Also, be careful about your UV splits. There are some shading errors on the valve covers, and the bits they mount to. Since you decided to bake it, go all the way! Make this piece tell a story. It lives inside a Soyuz capsule, so it has surely seen some interesting adventures.
Someone needs to beat me up about not getting this things up quick enough. So here is a bump for 44!
I thought I would give this a go. I used to do a lot of Hard surface work. I used animator for base work (don't laugh please) I have never animated with it.
Sculptris for the (Normal maps high poly work) sorry I didn't post (if you want i can. It was just textured work on the top
psp, MBag. (all free soft) I always say don't blame your brush if you can't paint worth a ****
I would have uploaded with artstation but .jpg format blows
Replies
Wireframes would help!
SsSandu_C, nice work on your last two models. Some of the edges of the spreader look a bit tight if you were to make this a game asset though.
Pmiller001, what does your current wireframe look like? It seems as if you need some edges to terminate the inset. Also, be aware of the bigger shapes as well. The sides of the can are wider in the middle with two smooth bends running vertically. The fill spout should also be on the angled part only, and a good deal bigger. Curve the bottoms as well, they should be quite rounded and not sharp corners.
38 is up now, have at it!
http://imgur.com/a/cRlFb
I went ahead and tried week 36 while I was waiting for a response on this one.
There appears to be a few issues with your model, the gas can.
Don't be. This is for anyone who wants to get better and practice without needing to hunt around for something to make. I would love to see an influx of new people making everything we've done so far. That said, the microphone looks great.
Very nice microphone, good job
is the crosshatch pattern normal map ? and if it is how did you make it NDO?
Nah, it's all just high poly in MAX. I just made a small part of the pattern, duplicated it a bunch in a row and then Bend modifier'd it into a cylinder shape.
Of course :thumbup:
Top left is the initial pattern, then the pattern + support edge-loops made into a cylinder, then the bottom right is how it looks with the seams removed to smooth it properly, and then finally with it all closed up.
I'll get round to posting some wire frames soon.
I'm pretty new to 3DS MAX and Turbosmooth techniques so any critiques would be awesome. I can see, from reading through this thread, that my edges are probably too tight So that's something to think about in the next model.
wires
wires turbosmoothed
Welcome! Hope you enjoy your stay and try out some of the fine wares we have to offer.
On to the critique, it looks pretty good from what I can see. Aside from edge width, the only issue with the model is the rails on the gun inside the shell. There is an ACR under that plastic, and near the charging handle you can see in through the cutouts. Those should be flat and not curved. I also think the prongs on the flash hider should be a bit thicker towards the center of the bore; they are rather spindly now.
I've posted 41 early this week. Get to it!
Reference
Shaded Angle 1
Shaded Angle 2
Smoothed Wireframe
Unsmoothed Wireframe
Thanks Commador, I am aiming to continue participating in the weekly challenges. I've learnt a lot already, just by following this thread
Thanks for the critique, I was finding it hard to see if that inner part was flat or not. I'm pretty noob with gun lingo but I'm guessing the flash hider is the fronty part?
Yup. This is the one used for the movie rifle.
Jessica, Welcome aboard! Nice looking gas meter! My critique for this would be the top "cap" shouldn't have hard corners. The front "cap" has two nicely radiused corners which should be all four corners for the top piece. I love that you did everything, including the plastic tabs on the pipes.
Heres my take for 41.
Wires
Side 1:
Side 2:
Also has some nice shadow detail for help with a normal map
Smooth
Unsmooth
Connector Piece
Currently just a very simple render on 3ds Max + 3 itterations of TSmooth + VRay with no GI;
And wires!
Just curious, if you are making a low poly model, do you use the non subdiv model version with clean edges? or make a low poly first and then the High poly from that?
Then I take the Med Poly and remove edges and optimize it down, then I save it as my Low. I then UV the low. Typically once I finish the Med Poly which I dont add any support loops is when it pretty much done adding the support loops/retop for the low is done in a few hours. So yeah High Poly is mostly always first then make the low, unless your blocking out the whole model first then low poly to high would be sufficient (but even then you may start from scratch and use the blockout as a base)
>> Wireframes <<
@Finalhart Yeah it my own workflow, you can also use QuadDraw/Topogun to make any retop more organic pieces. But I always find it easier and faster to just do it from my Med Poly.
Just started working on texturing inside of Substance Designer so giving it 2-3 months before I start applying. Ill toss you message over skype sometime
For 43 lets venture into space. I found a cool image of the oxygen valves from a Soyuz capsule. I couldn't find any more detailed images of just the valve panel, and this one isn't the greatest, but it should do. As usual, get to it!
Wires
wires closeups
I love everyone's renders, that (and lighting) is something I need to work on.
JurassicPerk that beauty shot is awesome, is that marmoset or a 3D package?
Thanks MonkeyMintaka
Rendering was done with Vray. But in this case the package doesn't matter a lot. What matters is the HDR used to light the subject. I used HDR light studio: using that, you can "paint" the light exactly where you want it to fall on your objects.
I've made a quick .gif showing what I'm talking about:
I highly suggest using it for product shots, it's a game changer when we talk about "precise" rendering.
Awesome,I've never even heard of HDR light studio. I had a look at some videos and it looks really cool. The only problem is I have a pretty old computer with a 32 bit system, so I'm not able to use any of the newer programs (like marmoset 2 or UE4 )until I can afford a new one. But I will try and download an earlier version to learn the basics.
Wires
I've searched for some additional reference pic, uploaded them here: https://dl.dropboxusercontent.com/u/1264057/Repository/Polycount/Weekly/Res/week43_Soyuz_additional_references.zip
JurassicPerk - Nice refs! Thanks!
my one hour model
not sure if i want to post mine now but feedback is king
JurassicPerk, Thanks for the additional images. I've added them to the entry on the first page.
Tkail, is that a baked low poly? On the first image, your high poly mesh on the right looks pretty good, but the low poly isn't doing it justice. I would add more geometry and rebake to better capture your work. Also, be careful about your UV splits. There are some shading errors on the valve covers, and the bits they mount to. Since you decided to bake it, go all the way! Make this piece tell a story. It lives inside a Soyuz capsule, so it has surely seen some interesting adventures.
Someone needs to beat me up about not getting this things up quick enough. So here is a bump for 44!
Sculptris for the (Normal maps high poly work) sorry I didn't post (if you want i can. It was just textured work on the top
psp, MBag. (all free soft) I always say don't blame your brush if you can't paint worth a ****
I would have uploaded with artstation but .jpg format blows