OK as the title suggests this is me getting back in the habit of doing some 3D work and finally getting motivated to get good enough to get that game art position that is my ultimate goal!
Over the past year or so Ive been struggling with my motivation and drive, starting and stopping projects but from reading posts on polycount from how people have managed their struggles with the same issues and the motivational posts/vids on CRTL+Paint Ive achieved my new resolve and hoping my fellow polycounters can share some critiques and advice for the work Ill be posting in this thread
I know its going to be a long road but I like to think of this as the first step XD
So
time to get to work!
My first project is tackling one of my weak points, texturing, and specifically normal mapping. Im working on a small quick truck wheel that should be a good starting place with the treads and such.
The image on the left is the state of the current low poly as I unwrap it to then copy the missing sections that will share the same UV space, the middle is the high poly that I have already modeled and the 3rd is an image of what the low poly will look like with a wire frame!
Crits and advice welcome and encourage!
Replies
I’ll be working on it some more after work and will post some updates then!
In case it help the vehicle is call a titan hauler
Started looking at the models proportions again like owlfrog suggested with the rims and realized there is a lot of proportional issues which I been fixing tonight as well as cutting the model up that little more to make the most out of my UV space! Pics to follow tomorrow after I got it a bit more presentable.
Cheers for the advice so far everyone.
Here is where the high poly is at currently, any more advice is welcome!
Been working away at my normal map and in general everything is looking cool, except for 1 glaring problem. My UV islands are shading my model in different gradients! But the normal looks OK beside that lol
If anyone has any advice or suggestions that would be awesome.
More info on the issue can be seen here http://www.polycount.com/forum/showthread.php?t=133696
Thoughts and crits are Welcome!
I started on the tred area of the wheel when it occurred to me the corners of the tred inserts would receive a lot of wear from the direction that it would be driven in so I will be softening and smoothing those edges even more than they were previously.
I have also started the scratches and wear on the tred faces though Im not sure if there looking quite right ye I think I need a bit more source material too look at!
As always crits welcome!
As always feedback welcome I would love to know what people think of if there any suggestions for improvement!
Cheers
Just about finished the directional wear and tear for one side of the tread so Im quite happy with what I got done today and feel like I learned a bit with my mark making and how familiar Im becoming since I started, though still have so, so much more to learn!
Comments?
Good progress so far. I don't want you to feel like you need to rework your tire, but I've made a little paintover for how the shape of the tire carcass should look. The lugs are fine.
looking at the source images i see what you mean its a LOT more rounder than mine.
Cheers commador, I've spent a while on it now I'm not seeing the issues staring me in the face
Moving onto my next project, of a mausoleum, got the learning I was looking for out of the wheel and thought I would move onto a major project. Still in the early stages, getting shape, scale and silhouette correct
Whoa! What happened to the tire? You got feedback and dropped it?
Speaking of little success of curving the corners can anyone give some suggestions on the best method of doing this? Im still an inexperienced ZBrush user and any attempts to round off the indents have resulted in also relaxing the angle leading into the tread
Made some more progress, finished off the door and placed, created a vase to decorate the area a bit and cleaned up the model in places, should be ready to take this into ZBrush tomorrow hopefully and finish off the sculpting on the tier while Im at it
Another days work done, didnt get as far as I wanted to though. Hit a little bit of a wall about how I wanted the step banister to look but it seems to have turned out ok. Next step is to clean up some areas then get straight into Zbrush to detail this bad boy up. Hopefully the detailing wont take too long as about 60-70% of this is modular. The fun continues tomorrow
These are some screenshots of an improved door from above in high poly I will be doing a low and a bake at some point but I wanted to get the whole mausoleum in high first
Crits welcome