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Sup Polycount
You may remember me from various unfinished projects and abandoned environments. Well I decided its time to take drastic action or I am NEVER going to get to where I want to be.
I want to make a massive push to take my skills to the next level and for now I am going to 100% focus on props that I can finish quickly and learn a lot from.
Don't think i need to say any more for now but I have a ton of awesome art books so I am going to pick out a concept from each one of those for each prop and try my best to nail it.
Onward!
First one is a Mold Detector from Wolfenstein the new order -
http://i.imgur.com/SSUX5UL.jpg
Its rendered in UE4 with Albedo, Normal, Roughness and AO maps. Pick it apart please
http://i.imgur.com/3HTbO5N.pnghttp://i.imgur.com/s17VT0m.png
Replies
Keep at it Matt, I'm in the same boat
It looks like it's divided up into pieces where as in the reference The base is one solid pieces of metal with smooth transitions between angles.
Pull back on your edges loops/beveling, at the moment the edges are way to hard, even if you're changing the design a little those aren't really going to display well in game.
And add some smudges and bigger details to the textures, some dirt and grime in around the top filter area and in the nooks and crannies., something subtle, just enough to break the texture up.
Among other things I am trying to add a weld seam on the bits that stick out at each side, yeah to nail it yet though as its looking a bit odd still.
I think the large surfaces could stand to be broken up a bit more and some some edge damage that sands out more too.
@tynew didn't bake an AO from the highpoly made it with ndo2 in Photoshop using the normals.
For curvature (or even cavity) maps the results from a 2D normalmap conversion would probably be acceptable, but AO is just too dependent on geometry.
There are a few obvious spots where it doesn't match up at all. I think with an environment it's not that big of a deal, but when you're working on such a finely detailed/small prop, I think everything needs to be as close as possible.
Image below
1. Model that geo in on the low poly.
2. Model the bolts out. It will break the silhouette on the side. Right now they are just flat on the grazing angle.
3. Really try to nail the organic geo into the flat geo. Right now yours doesn't really match.
4. The fan is a bit different as well. You're missing the lip on the end and bolts.
5. The edges on yours are super hard and look straight up beveled. Incredibly different from the concept. Those smooth edges really sell the material.
6. All of the othe rbolts that are missing.
7. The top of the concept is much thicker vertically.
Cheers beefaroni tons of great points! As you said I have addressed one or two of them but still loads of great feedback for me to work on
Measuring with your eyes is a bit tricky, but it's an essential skill. I think you'd benefit from doing regular pen and paper drawing and practicing this, away from all the technicalities and difficulties of 3D modeling and confronted with the pure necessity of imitating a shape and nothing more.
Also started on this next one figured I would post it before I started to unwrap and texture it. Working on getting better and making sure I can follow a concept better and make more accurate measurements on things. I feel like the arms sticking out holding the camera are a bit too thin and long for starters.
Here is the concept its from the art of Titanfall
http://i.imgur.com/rzAe4aN.png
Here are the wires too, its currently at 15.4k tri's Overkill?
http://i.imgur.com/kFc6Dik.png
http://i.imgur.com/wseoMs6.png
If I don't get a drawover to you later shoot me a PM and remind me.
Of course everything doesn't need to be 1:1 as beefaroni said; but you do need to nail the overall shape language if no improve/accentuate it. Right now it doesn't really feel like one fluid and functional piece. Sort of feels pieced together in a way. If that makes sense.
Cheers to both of you
Not addressed everything yet etc but made some changes this morning. Want to make some of the joins between parts look a bit better too like at the ends of the arms.
http://i.imgur.com/GN7iKmY.png
http://i.imgur.com/Patr4e6.png
=====
Edit:
final version
http://i.imgur.com/4Wj4hsf.png
http://i.imgur.com/vmGvwnS.png
concept is this one by Sergey Averkin.
Few WIP shots of the comm tower/relay device. Will post environment stuff later.
http://i.imgur.com/eUBJrd6.jpg
http://i.imgur.com/KIFynCZ.jpg
http://i.imgur.com/mYKPvwZ.jpg
http://i.imgur.com/khgcki0.jpg
Want to spend tomorrow working on the main prop to get it upto speed then can turn back to making the landscape pretty.
Been using a lot of substance designer of late and looking forward to trying to make that nice stony/muddy material for down near the river.
http://i.imgur.com/rQP8hf3.png
Too much noise on the colour map?
http://i.imgur.com/tdsYPXF.png
http://i.imgur.com/X6bwg3G.png
http://i.imgur.com/9xq9MOa.png
Rocks look pretty good. I think the left is my favorite. The right one and middle to an extent feel a bit too jaggy and more like meteorites vs. the one on the left.
Regardless, I'm looking forward to seeing this progress.
Hey yeah its two sided but yeah you are right its still a little odd looking. I will as you say add a bit more geo to the grass and bend them a bit to see if that helps. Also want to add a few more variants with different plants etc.
Yeah I agree about the rocks too, I am quite happy with how they look but the two on the right are pretty different from the one of the left and are more meteorite in shape. I think this is the result of me not doing enough research into what type of rocks I should have and stick with it.
Hoping epic patch the foliage issues tomorrow with 4.7 so I can get back to work lol.
- sent from phone
Planning to use this one down around the river shore area. Thoughts and feedback welcome, its rendered in marmoset.
http://i.imgur.com/NdgCHLf.png
http://i.imgur.com/7ZXRrjS.png
http://i.imgur.com/cCP09Ug.png
http://i.imgur.com/u8Qp40w.png
http://i.imgur.com/ibVoVLb.png
edit: thats actually a bit of a crappy angle but I am trying to nail that overall look now. I think the background mountain will have to go in favor of a better one. Starting to carve out that cliff on the left hand side of match the concept better too.
Here is its current state, I have stripped away the cliff on the left side again as I didn't like my last build of it at all.
http://i.imgur.com/JyU9s3V.png
Some ideas for the direction I might go for the left side of the river.
http://i.imgur.com/rLKScsE.jpg
http://i.imgur.com/XbeVf7B.jpg
You clearly have some good assets, so I don't understand why you're not using them. So I would just swap out the rocks for the more defined versions above (they may be a bit too meteoric as people have mentioned but they're a lot better than what you have now), switch out the grass to the one posted above and make the grass less sparse and saturated. I would also add some more detail to the terrain via erosion filters and other effects in World Machine to make that a bit more interesting. Lastly some trees and or bushes would break up some of the repetition in the background well but I can see there's none of that on the concept or your reference.
Think I need to take a good look at what assets I have and what ones I need to replace and use them a lot better then I am now.
I did a quick paintover I hope you don't mind, I 'm no concept artist but I think it 's better to show some things this way than make a long list :P
In addition to the stuff I did, you could get that pylon asset closer to the camera even have it exceed the frame as it really provides no information at this scale.