Nice Jakob! I like the rendering of the bolts. The underside of the grip looks a little unclear. Almost reads as a wrap or something. The blade is a bit sketchy too. I would try using a larger brush when you blend for smooth surfaces.
@Jeff : Thanks! Yeah, I don't know if the grip is supposed to be a wrap covered with that rubber thing, or what. So I bailed and just did a loose wrap. My intention was to make the blade look a bit rough like in the concept, but now I've realized it was just some of the particles that made it look rough.
The silhuette on this one was a bit crazy, so I tried to use an alpha for the blade. Turns out it doesn't quite work, looks flimsy as soon as you turn it. :P
Once again the handle is kicking my arse. Not quite done, but I was eager to present it before I went to bed!
Everyone's stuff so far really rocks, looking forward to your updates!
Thanks,
but thats the standard 3dMax Mental-Ray water.
@Jakob:
looks nice, only three points stand out for me:
1. It seems the blade itself has no width, I would add a little bit to it.
2. Same goes for the grip, the top/bottom edge seems to sharp
2. You have a few "Butterfly" effects on your texture, especially on the front (where the blade punsh thru the upper part and at the ring at the grip.
Hi, progress has slowed a little on my end due to real life stuff, but I've also been busy optimizing my models, as well as unwrapping UV's and Light-maps, and exporting the scene into UDK.
Going to be texturing and re-working lighting now, so here's a few pictures of my current scene as it stands.
Quick update on mine, it's been a reeeeeeeally long time since I've used UDK.
So, i'm essentially re-learning the program as I go.
Making some small strides on this though, no lighting and just placement so far.
@Jeff@Jakob Really liking that you have gone for a low poly @Jakob as you said handle isn't finished can still see what looks like brush strokes
Here is my start of the Knife. Just done a High Poly to begin with. Any tips/crits appreciated
Now I'm looking to start the low poly - I'm wondering what may be the best method for creating the low poly. (Thinking something along the lines of FPS weapon so fairly detailed.[if this even matters])
Hi, progress has slowed a little on my end due to real life stuff, but I've also been busy optimizing my models, as well as unwrapping UV's and Light-maps, and exporting the scene into UDK.
Going to be texturing and re-working lighting now, so here's a few pictures of my current scene as it stands.
Wow really lovely stage you got there. I love the light from above especially. And awesome Egyptian eagle too! Although I think the specular from the pillars doesn't match with the material of the environment (sandish stone).
@lloydj14 - Typically what I will do when working on a low poly is copy a version of my high poly without the supporting edge loops before starting the high poly and use that as my base for the low poly. If you didn't did this then you would simply have to go back and delete the supporting edge loops. From there you need to decide what poly count you are going for and strive to add as much detail within your budget, while cleaning up your edge flow.
Here is where I am in the project. I'm going to export to UDK soon
For the 2nd picture, it's just an alternative ambience (only few filters in photoshop but I found the picture cool ^_^)
After some crashes and bugs, here is my scene in UDK at the moment, I will make more details to make things live a bit ( smoke, grass, ivy.. I don't know yet ) and make a decent water and let's take a look to the particle system if i can !
Finally reaching the end of my environment, just mainly tidying up textures, light maps and UV's and such, everything here except for the fire and water was done by me, any feedback is always appreciated.
Hey guys, here's my final renders with the challenge.
Definitely learned a lot when it came to this challenge.
I've found some things that I would re-do for sure, but I can definitely say I'll be getting down in these challenges more often!
Also, I know it goes without saying but everyone's stuff on here looks great and is really inspiring! Keep up the awesome stuff guys!
These are some of my final renders, overall Poly and Vert count is 11,778 and 12, 425 respectively, this was rendered in UDK3, modeled in 3DSMax, and textured in Adobe Photoshop, normal mapping done in either X-Normal or using Nvidia tools
Due to some vacations missed the deadline, but I'm even more eager now to finish it.
I set up the scene in UDK now and already finished the floor, wall texture and the vase.
All other textures are simple AO maps so far with some basic coloration.
I also forgot to export the smoothing groups from max to UDK, thats why all round objects look edgy.
Replies
The silhuette on this one was a bit crazy, so I tried to use an alpha for the blade. Turns out it doesn't quite work, looks flimsy as soon as you turn it. :P
Once again the handle is kicking my arse. Not quite done, but I was eager to present it before I went to bed!
Everyone's stuff so far really rocks, looking forward to your updates!
[sketchfab]33ebe29b8bd04ba5abede59eda43c513[/sketchfab]
Scifi Dagger 02 by jakpe_92 on Sketchfab
but thats the standard 3dMax Mental-Ray water.
@Jakob:
looks nice, only three points stand out for me:
1. It seems the blade itself has no width, I would add a little bit to it.
2. Same goes for the grip, the top/bottom edge seems to sharp
2. You have a few "Butterfly" effects on your texture, especially on the front (where the blade punsh thru the upper part and at the ring at the grip.
Going to be texturing and re-working lighting now, so here's a few pictures of my current scene as it stands.
(only diffuse so far)
Next up:
more cubetype variations
more unique rooms
several unique halls
Quick update on mine, it's been a reeeeeeeally long time since I've used UDK.
So, i'm essentially re-learning the program as I go.
Making some small strides on this though, no lighting and just placement so far.
@Jakob as you said handle isn't finished can still see what looks like brush strokes
Here is my start of the Knife. Just done a High Poly to begin with. Any tips/crits appreciated
Now I'm looking to start the low poly - I'm wondering what may be the best method for creating the low poly. (Thinking something along the lines of FPS weapon so fairly detailed.[if this even matters])
Thank you in advance for all help given
Wow really lovely stage you got there. I love the light from above especially. And awesome Egyptian eagle too! Although I think the specular from the pillars doesn't match with the material of the environment (sandish stone).
Here is where I am in the project. I'm going to export to UDK soon
For the 2nd picture, it's just an alternative ambience (only few filters in photoshop but I found the picture cool ^_^)
Also, here's a link to the knife artist's Deviant, he has some amazing work:
http://sobaku-chiuchiu.deviantart.com/art/knives-268058844
After some crashes and bugs, here is my scene in UDK at the moment, I will make more details to make things live a bit ( smoke, grass, ivy.. I don't know yet ) and make a decent water and let's take a look to the particle system if i can !
So here it is :
Definitely learned a lot when it came to this challenge.
I've found some things that I would re-do for sure, but I can definitely say I'll be getting down in these challenges more often!
Also, I know it goes without saying but everyone's stuff on here looks great and is really inspiring! Keep up the awesome stuff guys!
Wireframe:
I lost motivation when I started having seems between two perfectly aligned BSP brushes in Unreal 4.
Only had time to work on it here and there. Its at about 2500 tris or so. Gonna attempt to do the next challenge.
I set up the scene in UDK now and already finished the floor, wall texture and the vase.
All other textures are simple AO maps so far with some basic coloration.
I also forgot to export the smoothing groups from max to UDK, thats why all round objects look edgy.
[sketchfab]ca85c2ebb83f44c7add73aeda88a3a8c[/sketchfab]