Gonna hop on this challenge. I've been needing to step my 3D way up and this seems like the perfect concept to tackle some of my shortcomings without being too intimidating. Primary goals will be to improve my junky texturing skills and solve the mystery that is normal map baking in Modo.
Got a few hi poly props done today, crit the crap out of them please
Gonna hop on this challenge. I've been needing to step my 3D way up and this seems like the perfect concept to tackle some of my shortcomings without being too intimidating. Primary goals will be to improve my junky texturing skills and solve the mystery that is normal map baking in Modo.
Got a few hi poly props done today, crit the crap out of them please
Nice Fire Extinguisher. As for the lockers, a couple things. 1) How do you open them? 2) Unless I'm looking at it wrong, it looks like you made four round bumps at the top and bottom instead of ventilation slits. Those shapes are usual open to ventilate air in and out of the locker, otherwise there's no need for them.
Night#6 so far. Never mind the floating box on the second shelf :poly124:. I had a much slower time with these shelf pieces because I wasn't as sure about what I was making. That usually determines how fast and confidently I can model.
About the question of how to display the model, I'm really not thinking about it much while showing WIPs. These are just basic skylight shots. My final high poly model pieces will be done like this tutorial (found on the wiki page Breakneck posted earlier):
@Dobbler I would bevel this outer edge (red) more it's a bit too sharp for baking purposes. Also, it's difficult to tell, but you may need to scale the inner edge (green) in more to avoid a sharp 45 degree angle and allow more baking information to be baked on to your normal map when that time comes.
Hi,
I don't know if i arrive to finish this challenge but I try...
Here buttons assets.
I have done other asset (tv, lockers, box), but typology of my object are creepy.
Quick question, I thought I'd give that perspective matching and camera mapping a go since I've never used it before, however, I've ran into a problem. I've got the concept art into the background and the perspective matching/camera setup fine but when I do the camera map the texture thats projected is stretched, almost like it's using a different aspect ratio than the image in the background. Any ideas?
i will start with some props too , here is the first one :
This is very ... believable.
This question is for anyone: How do you reference this stuff? I gathered several references together and shared most of them. I use the concept art a lot but when I have question that can be answered by real life references, then I will deviate from the concept. Either way, you simply can't see every nook and cranny of detail in even the best concepts. You will have to fill some blanks in yourself. Saying that, there simply isn't an easy answer to the problem because I don't know exactly what all these boxes on the shelf are called to look them up. I can guess that one is a reel-to-reel player, guess that they are maybe radio controls, communicators, recorders, power boxes of some sort, etc. I can't know that it's an XYZ model abc from the year 19xx to look it up through Google and see the details. So I guess, placing chamfer boxes and cylinders all over, hoping that the painting will mimic the feel of the concept. I also need to consider how much time I have to model things that will barely be seen at all in my portfolio. Someone just made sprinklers and I'm thinking ... "Sprinklers?! I never even thought of that!" Did you actually see sprinkler up there, or simpler know enough about old military bunkers to place them there? I see wires/pipes and stuff holding them up. I spent several hours over several days looking up references ... never thought of sprinklers ... or the style of knobs and switches in this pic above. I'm thinking, 1 week for the high poly, 1 week for low poly and UVs, 1 week for the bakes (that the question mark) and 1 week for painting/lighting will fill the month out ... IF I can pull it off.
This question is for anyone: How do you reference this stuff? I gathered several references together and shared most of them. I use the concept art a lot but when I have question that can be answered by real life references, then I will deviate from the concept. Either way, you simply can't see every nook and cranny of detail in even the best concepts. You will have to fill some blanks in yourself. Saying that, there simply isn't an easy answer to the problem because I don't know exactly what all these boxes on the shelf are called to look them up. I can guess that one is a reel-to-reel player, guess that they are maybe radio controls, communicators, recorders, power boxes of some sort, etc. I can't know that it's an XYZ model abc from the year 19xx to look it up through Google and see the details. So I guess, placing chamfer boxes and cylinders all over, hoping that the painting will mimic the feel of the concept. I also need to consider how much time I have to model things that will barely be seen at all in my portfolio. Someone just made sprinklers and I'm thinking ... "Sprinklers?! I never even thought of that!" Did you actually see sprinkler up there, or simpler know enough about old military bunkers to place them there? I see wires/pipes and stuff holding them up. I spent several hours over several days looking up references ... never thought of sprinklers ... or the style of knobs and switches in this pic above. I'm thinking, 1 week for the high poly, 1 week for low poly and UVs, 1 week for the bakes (that the question mark) and 1 week for painting/lighting will fill the month out ... IF I can pull it off.
Do I make sense?
how about this one ...
isn't that a sprinkler with no crown, I just followed the references from that since I don't see any references about sprinklers with no crown ... at the first place I didn't find any vintage equipments references so I ask my friend about what are those vintage equipments and he answered "SSB Radio" ... and that along the way found all those equipments
I have been trouble modelling the ceiling stuff and most of all the dimension of room / ceiling and walls but the floor is correct ... and I just deviate or mirrored the room so it is equally symmetrical ...
even the comm panel, from "candlestick phone" to "receiver" i can't find any reference exactly to the one with the concept and that's the time you will deviate from that concept
I see it now that those certainly could be sprinklers ... I honestly couldn't tell what it was. Either way, what you did works. Thanks for the input. Now I need to figure out how to model the gas mask ...
I see it now that those certainly could be sprinklers ... I honestly couldn't tell what it was. Either way, what you did works. Thanks for the input. Now I need to figure out how to model the gas mask ...
no problem bro yeah the gas mask is my last piece ... since it seems i have trouble to model that have curve or organic hehe ...
The current state of my models. Thank you to all, for posting previews of your models, only noticed some things because of your amazing work.Next step, cabbling.. :poly122:
Looks great! The only potential problem I can see is that the bevels might be a bit too tight as the panel lines and highlights are already at this pretty big size quite aliased. Other than that I can't really see any other problems with it.
Here's my own (WIP) version of the same prop:
I tried to mostly stick to the concept but also attempted to push the silhouette a bit more than the concept. I've still got a few holes and unfinished parts as I haven't worked on this for too long yet.
Looks great! The only potential problem I can see is that the bevels might be a bit too tight as the panel lines and highlights are already at this pretty big size quite aliased. Other than that I can't really see any other problems with it.
Here's my own (WIP) version of the same prop: https://dl.dropboxusercontent.com/u/2000935/Fusion_Coil_LP_1.png
I tried to mostly stick to the concept but also attempted to push the silhouette a bit more than the concept. I've still got a few holes and unfinished parts as I haven't worked on this for too long yet.
The aliased problem stems from how I took the screen shots. I did a quick test bake, and the normals were fine. but i thought they might be a bit tight too.
hey everyone here is my first rough block out...i wanted to get good positioning along with messing with the lighting to get a feel for it before i start modeling out my assets...comments suggestion anything and everything welcome..
I tried to mostly stick to the concept but also attempted to push the silhouette a bit more than the concept. I've still got a few holes and unfinished parts as I haven't worked on this for too long yet.
It looks nice! The width of your edges looks good, makes me want to loosen mine even more (still haven't posted yet ) but some pinching on some corners could use another pass just to clean up some artifacts. Great job on breaking up the shapes!
Only other critique would be to extend the width of the inner edge to connect to the side elements. I'm sure it's just an unfinished element, but keep at it! love your holograms. Did you use cards for those? and could we see some wires?
It looks nice! The width of your edges looks good, makes me want to loosen mine even more (still haven't posted yet ) but some pinching on some corners could use another pass just to clean up some artifacts. Great job on breaking up the shapes!
Thanks! And yeah, some of the geometry is a bit nasty and in need of a bit of a cleanup, but I'll fix that.
Only other critique would be to extend the width of the inner edge to connect to the side elements. I'm sure it's just an unfinished element, but keep at it!
Not sure where you mean. I'd guess you mean that I should extend the panel with the three diagonal holes downwards. I'm planning on filling that hole with an additional small panel so no worries.
Not sure if that was actually directed towards me or not. I haven't worked on the holograms at all yet, so at the moment my holograms are just just planes being occluded by some panels. I'll work on them before the next update though.
wow your fast, how many objects do you work in a day?
It really depends, I'm doing those during my lunch time at work or in-between tasks, when I get a lil break. The TV and the boxes took me about 2.5h, this new one around that too:
Not sure if this is the right place to ask but if I would like to make the lamps/holograms cast light on the panels how would I achieve this with PBR? One of the core tenets of PBR is that the albedo shouldn't have any lighting information, but aside from placing the baked lighting there I don't know where it could otherwise be placed.
I guess I could just place a few faint pointlights but then that would be a lot less exact and most probably look worse.
IIRC Epic had implemented light emission via textures for UE4 but I think they removed that.
So how would you solve this conundrum for either UE4 or Toolbag 2?
Decided to take a crack at the fusion coil. I haven't done any highpoly/normal mapped assets in a while. And this seems like a good excuse to try out Unreal 4 and Substance Designer.
This is the start of my block out. I'm still don't know what to do about the detailed glowy bit in the centre.
Decided to take a crack at the fusion coil. I haven't done any highpoly/normal mapped assets in a while. And this seems like a good excuse to try out Unreal 4 and Substance Designer.
This is the start of my block out. I'm still don't know what to do about the detailed glowy bit in the centre.
Night #10. So the final prop is high poly modeled at the end of night #10. It turned out to be the hardest one. At first I tried NURBS, then realized that this was NOT going to be the best time to learn NURBS and gave up. Then I tried Mudbox sculpting and it literally didn't work. Has anyone else ever had Mudbox just not want to sculpt well? It has happened to me before where it gives you nothing as you press down, and then all the sudden it gives you way too much? I fiddled with it for a while and again gave up. Eventually I simply box modeled it as usual. As you can see above the straps aren't actually connected, but they look fine from a distance. That was a compromise of time and practicality. A good gas mask could be a month challenge in itself.
@ayoub44: nice work. Can I see a wireframe and texture maps?
Here's a few close ups. I started fiddling with putting screws everywhere but quickly realize that they didn't seem to translate well unless you were looking right at it up close. Thus, I move on. Also I don't make high poly renders per se until the end. Until the normal maps are done there is always a chance I will change them.
Night #10. So the final prop is high poly modeled at the end of night #10. It turned out to be the hardest one. At first I tried NURBS, then realized that this was NOT going to be the best time to learn NURBS and gave up. Then I tried Mudbox sculpting and it literally didn't work. Has anyone else ever had Mudbox just not want to sculpt well? It has happened to me before where it gives you nothing as you press down, and then all the sudden it gives you way too much? I fiddled with it for a while and again gave up. Eventually I simply box modeled it as usual. As you can see above the straps aren't actually connected, but they look fine from a distance. That was a compromise of time and practicality. A good gas mask could be a month challenge in itself.
@ayoub44: nice work. Can I see a wireframe and texture maps?
that's a good mask already you got there ... good work!
FlyingMonk: that should work nice with the big bevels...keep it up.
Computron: interesting approach - any more progress?
CatMaster: thanks for running these things.
needs more spacing between panels and larger(maybe softer?) edges overall
FlyingMonk: that should work nice with the big bevels...keep it up.
Computron: interesting approach - any more progress?
CatMaster: thanks for running these things.
needs more spacing between panels and larger(maybe softer?) edges overall
I like your take on the prop even though it's super not forerunner anymore, but I think that the thing people are not getting is varying the distance between the lines is really important in forerunner stuff and it's clear in the concept, you can also subtly bevel one edge on the panels where they connect to give it sharper, more sophisticated edges that still show up in the normal map.
Im about a hour or so in, here is what i have so far:
Im modeling the whole thing using probuilder2 in unity and then ill create the texture in Photoshop and apply the textures back in probuilder. I have yet to decided if im going to stick to the textures in the original or come up with my own.
I'm very happy with how the bake turned out, but I think I'll have to work more on the material definition (doubt that the main body reads as painted metal). Also haven't painted in much dirt or wear yet, but that's on the todo list as well.
I think I'll use this opportunity to try out Blenders new Cycles baking to make the lights properly light up the surrounding panels. Right now the lighting coming from them is just their material mask with a bit of blur.
Got to a point where I think I may actually finish this, work committing focusing on baking out all the objects then focusing on the texturing at the end
ahh...thanks. suspicions confirmed that not playing Halo is biting me as far as what the design should be. need to get looking at reference.
I'll take retro-forerunner(oxymoron), though.
keep it up everyone.
ahh...thanks. suspicions confirmed that not playing Halo is biting me as far as what the design should be. need to get looking at reference.
I'll take retro-forerunner(oxymoron), though.
keep it up everyone.
I haven't played Halo for many years, but I really like your take on the model. It's a bit more creative and unique than mine.
Replies
What is it that you're having trouble with?
Got a few hi poly props done today, crit the crap out of them please
Nice Fire Extinguisher. As for the lockers, a couple things. 1) How do you open them? 2) Unless I'm looking at it wrong, it looks like you made four round bumps at the top and bottom instead of ventilation slits. Those shapes are usual open to ventilate air in and out of the locker, otherwise there's no need for them.
Night#6 so far. Never mind the floating box on the second shelf :poly124:. I had a much slower time with these shelf pieces because I wasn't as sure about what I was making. That usually determines how fast and confidently I can model.
About the question of how to display the model, I'm really not thinking about it much while showing WIPs. These are just basic skylight shots. My final high poly model pieces will be done like this tutorial (found on the wiki page Breakneck posted earlier):
http://www.artemstudios.com/2010/tutorials/material/MaterialRenderingTut.htm
wow your fast, how many objects do you work in a day?
here's my update, lights
I don't know if i arrive to finish this challenge but I try...
Here buttons assets.
I have done other asset (tv, lockers, box), but typology of my object are creepy.
Night#7. The floor was already done, I simply never posted it earlier. My production rate is slowing down for sure, which I suppose is natural.
some are just lowpoly because they're small ...
This is very ... believable.
This question is for anyone: How do you reference this stuff? I gathered several references together and shared most of them. I use the concept art a lot but when I have question that can be answered by real life references, then I will deviate from the concept. Either way, you simply can't see every nook and cranny of detail in even the best concepts. You will have to fill some blanks in yourself. Saying that, there simply isn't an easy answer to the problem because I don't know exactly what all these boxes on the shelf are called to look them up. I can guess that one is a reel-to-reel player, guess that they are maybe radio controls, communicators, recorders, power boxes of some sort, etc. I can't know that it's an XYZ model abc from the year 19xx to look it up through Google and see the details. So I guess, placing chamfer boxes and cylinders all over, hoping that the painting will mimic the feel of the concept. I also need to consider how much time I have to model things that will barely be seen at all in my portfolio. Someone just made sprinklers and I'm thinking ... "Sprinklers?! I never even thought of that!" Did you actually see sprinkler up there, or simpler know enough about old military bunkers to place them there? I see wires/pipes and stuff holding them up. I spent several hours over several days looking up references ... never thought of sprinklers ... or the style of knobs and switches in this pic above. I'm thinking, 1 week for the high poly, 1 week for low poly and UVs, 1 week for the bakes (that the question mark) and 1 week for painting/lighting will fill the month out ... IF I can pull it off.
Do I make sense?
how about this one ...
isn't that a sprinkler with no crown, I just followed the references from that since I don't see any references about sprinklers with no crown ... at the first place I didn't find any vintage equipments references so I ask my friend about what are those vintage equipments and he answered "SSB Radio" ... and that along the way found all those equipments
I have been trouble modelling the ceiling stuff and most of all the dimension of room / ceiling and walls but the floor is correct ... and I just deviate or mirrored the room so it is equally symmetrical ...
even the comm panel, from "candlestick phone" to "receiver" i can't find any reference exactly to the one with the concept and that's the time you will deviate from that concept
I see it now that those certainly could be sprinklers ... I honestly couldn't tell what it was. Either way, what you did works. Thanks for the input. Now I need to figure out how to model the gas mask ...
no problem bro yeah the gas mask is my last piece ... since it seems i have trouble to model that have curve or organic hehe ...
This is my take on the model.
and updated vent - I forgot the exhaust from the last update ...
Next stop - Radio equipments, TV, wires and storage boxes ...
Question: when you're at the game engine, do you add sounds or just pure single map?
wow that's great looking asset!
Here's my own (WIP) version of the same prop:
I tried to mostly stick to the concept but also attempted to push the silhouette a bit more than the concept. I've still got a few holes and unfinished parts as I haven't worked on this for too long yet.
The aliased problem stems from how I took the screen shots. I did a quick test bake, and the normals were fine. but i thought they might be a bit tight too.
looking great man!
It looks nice! The width of your edges looks good, makes me want to loosen mine even more (still haven't posted yet ) but some pinching on some corners could use another pass just to clean up some artifacts. Great job on breaking up the shapes!
Only other critique would be to extend the width of the inner edge to connect to the side elements. I'm sure it's just an unfinished element, but keep at it! love your holograms. Did you use cards for those? and could we see some wires?
Not sure where you mean. I'd guess you mean that I should extend the panel with the three diagonal holes downwards. I'm planning on filling that hole with an additional small panel so no worries.
Not sure if that was actually directed towards me or not. I haven't worked on the holograms at all yet, so at the moment my holograms are just just planes being occluded by some panels. I'll work on them before the next update though.
The wires are quite messy right now, but I'll try to clean them up and post them here for your perusal.
It really depends, I'm doing those during my lunch time at work or in-between tasks, when I get a lil break. The TV and the boxes took me about 2.5h, this new one around that too:
I'm taking some liberties with the props
I guess I could just place a few faint pointlights but then that would be a lot less exact and most probably look worse.
IIRC Epic had implemented light emission via textures for UE4 but I think they removed that.
So how would you solve this conundrum for either UE4 or Toolbag 2?
I've reused the knobs and etc to make some quick radios:
getting closer!
This is the start of my block out. I'm still don't know what to do about the detailed glowy bit in the centre.
I like this a lot!
Here is my texturing for it :
Night #10. So the final prop is high poly modeled at the end of night #10. It turned out to be the hardest one. At first I tried NURBS, then realized that this was NOT going to be the best time to learn NURBS and gave up. Then I tried Mudbox sculpting and it literally didn't work. Has anyone else ever had Mudbox just not want to sculpt well? It has happened to me before where it gives you nothing as you press down, and then all the sudden it gives you way too much? I fiddled with it for a while and again gave up. Eventually I simply box modeled it as usual. As you can see above the straps aren't actually connected, but they look fine from a distance. That was a compromise of time and practicality. A good gas mask could be a month challenge in itself.
@ayoub44: nice work. Can I see a wireframe and texture maps?
Here's a few close ups. I started fiddling with putting screws everywhere but quickly realize that they didn't seem to translate well unless you were looking right at it up close. Thus, I move on. Also I don't make high poly renders per se until the end. Until the normal maps are done there is always a chance I will change them.
that's a good mask already you got there ... good work!
Computron: interesting approach - any more progress?
CatMaster: thanks for running these things.
needs more spacing between panels and larger(maybe softer?) edges overall
I like your take on the prop even though it's super not forerunner anymore, but I think that the thing people are not getting is varying the distance between the lines is really important in forerunner stuff and it's clear in the concept, you can also subtly bevel one edge on the panels where they connect to give it sharper, more sophisticated edges that still show up in the normal map.
Retro ForeRunner. er.. just... Runner I guess. ContemporaryRunner?
Im modeling the whole thing using probuilder2 in unity and then ill create the texture in Photoshop and apply the textures back in probuilder. I have yet to decided if im going to stick to the textures in the original or come up with my own.
I'm very happy with how the bake turned out, but I think I'll have to work more on the material definition (doubt that the main body reads as painted metal). Also haven't painted in much dirt or wear yet, but that's on the todo list as well.
I think I'll use this opportunity to try out Blenders new Cycles baking to make the lights properly light up the surrounding panels. Right now the lighting coming from them is just their material mask with a bit of blur.
I'll take retro-forerunner(oxymoron), though.
keep it up everyone.
I'm not 100% convinced, do you guys have any thoughts on it?