Hello Polycount!
Before finishing my last year at school, i wanna convince myself that I'm able to model, and that it is worth to go for even better models after school!
Somehow, while playing zombie mode with my brother, i felt in love with this juggernaut perk machine, and I thought why not model this kind of machine in maya!
final render made in Maya's mental ray:
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Here are my highpolys:
I'm going to make lowpolys in the near future, an interesting part would also be the texturing, cause I've never made any scratches or something similiar!
Any C&C are welcome!
Replies
What this does is highlight edges, which allows you to show off your subdivision work more clearly, and at the same time highlighting any pinching errors so it's easier to spot them to fix
How could I improve my wireframes, i mean they look to pixelated for me!
Took a first shoot of a part of my perk machine
Before having my blinn material applied, i tested it with anisotropic, but the end result was quite bad. Is that just the normal case when rendering with anisotropic, or is my model the fault? Have a look:
However, I want the wireframes to look like as in the viewport when i press 3. I don't want the smooth version of it, i want the wireframes look like this:
Is there anyway to achieve this in rendering mode, i haven't found anything on youtube or google either.
Hope anyone could help, C&C are welcome as always!
http://mayastation.typepad.com/maya-station/2009/10/smooth-wireframe-rendering.html
Thats the result I'm aiming for. Still needs a little bit more resolution, but I think thats the right method!
What are you guys thinking of my topology so far?
Need to add a litle bit more edges on the top and bottom and also decrease the textures size, as it is for now 2048x2048, which is way to big i suppose.
C&C are welcome!
Please give me some critics, so I'm able to improve my model
I run into a big problem, and I have no idea how to solve it!
Here is my work so far:
In order to bake a good normal map, i need to seperate the UV's, so the edges and borders can display well. This is my diffuse texture sheet:
I suppose, i unwraped the mesh the false way, because the dirt suddenly stops, as the first image shows. Should I try some 3d painting for this, or is there any other method to let me draw my textures and have nice baked normals at the same time?
I hope you'll catch my problem, and I'm thankful to everyone how helps me in some way!
yes
The first problem that jumps out at me is that you're modelling and texturing what you think you're seeing, but not necessarily what's actually there. For example, you see red and white, so your colors are red and white... But in reality, the colors on the reference are much less saturated and much more worn and dirty.
The 'white' is more of a light, greyish brown, with weather-worn patches of dirt and mildew contrasted with areas that have been scrubbed or covered at some point and are a little more clean. Meanwhile, the red is more of a desaturated orange-y color. Try to hone your observational skills on this, really try to match things proportionally and in the materials.
I'd remove the typography for now, focus on nailing the bake/any final pieces on it first. After that, try to replicate the look of the seperate materials, eg, worn paint, metal, emmissive plastic. Finally, then you can add the typography and proper wear and tear detail.
Oh, and don't forget to get yourself an AO map baked out.
EDIT: By the way, your high poly is pretty nice! It's not my domain, but I think it's fair enough to say you've got the modelling bit down alright at this point. Just a matter of keeping at it, continuing to strive for improvement and learning the other aspects involved now. Keep it up!
I had found some time and worked again on the upper part, on the white part of the perk machine!
One picture rendered in Mental Ray, seems that the settings aren't right, because if i want to compare this picture with the others taken directly from the viewport, the look completly different
Rendered with Mental Ray
Taken from the Maya Viewport:
I added some specular map, and worked with things like grunge and cracks in order to get an oldy look on my perk machine!
I also need to find out how to apply a AO Map to my mesh!
Any critics in any way are welcome!
Would that be a better way? What do you think?
Finally i managed to change the colours, so they match more the concept i have. In addition i added some scratches, blood and even handprints!
I'm really unsure about the scratches, because for me they don't look right and unfortunatly i couldn't do renders like the screenshots from directly from viewport in mental ray, I have no clue what I'm missing, but it wouldn't work out the right way for me!
This is the failed Mental Ray rendering:
and these are the viewport screenshots, which are looking way better than the results from mental ray
Any critics and comments are welcome!
I think you could also add quite a bit of edge damage
Before i put my hands on specular maps, i would greatly appreciate it, if i got last feedback about changes to my scratches and so on, so I'm able to do the specular map.
Any C&C are welcome!
Thanks for your comments in advance!
I will try to fix these little problems, which also stands out a little bit for me!
.) add more dirt (as much as look good)
.) apply some dust to the metallic circle on the top
.) maybe thinking of bringing it to an engine, maybe CryEngine and playing with light to create a nice scene! (worked never before with CE)
If there are any thoughts on my machine, please feel free to comment!
Thanks guys for your feedback!
rendered with maya's mental ray
I did a few other renders a few days ago, and today i wanted to make another shot, but somehow my results are looking significantly different. It seems that main juggernogg surface doesnt' react to the light! Can anyone please help me out, what is wrong?
First picture a few days ago:
and my ugly result a few hours ago:
Please help me
Somehow my "ring" wouldn't display the right way, I couldn't manage it to figure out whats wrong. Maybe the mesh itself has some troubles in it, do any of you have any suggestions?
I am using Marmoset Toolbag