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Just finishing this project! Let me know what you think of my presentation/overall model. If there's something simple I can change then I may go back and do that; otherwise this project is complete.
Finals:
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I just started me next project, which is the MIM-23 HAWK (Homing All the Way Killer) missile which is launched from an M192 towed launcher. The missile is very simple, but the launcher is a little more complicated, especially when I can't seem to find any refs of individual parts. Anyways, ref:
Here's
an album of the refs I'm collecting.
I'm in the block out stage right now. Here's my progress so far:
I'm not worrying about the super small stuff since it's a blockout. I'm trying to get the basic shapes down, but I can't find any references for the boom support (the thing supporting the arms that hold the missiles), so critique is really appreciated! I'll update when I make some more progress.
Replies
good blockout keep going
The tires hole vents are alot smaller on yours than whats on the references, the rim also bulges out more and yours just barely sticks out. Your edge width is also semi hard around the sides of the tire they become sharp at the edges that when this would to turn it would flip over or the tire would screech
I think your pipes that hold it up in the air needs to a bit more curve around the legs there to far stretched out. And your middle clamp that has the fire extinguisher on the left is round pipe and yours is a box/rectangle
Im also not sure how close your going with this model but your hinges are off from the references and look a little weaker built then what they actually are
Ya, I've never been sure how often I should post, but now I'll only post in bigger chunks with less images.
Sounds good. I'll soften the edges, scale up the holes, and push the hub cap out more.
I think the main pipes are actually okay (contrary to what I said in the Google hangout), but the pipe in the middle, the one that connects to the top, is way too slim and I'll fatten it up. The other pipes seem to look accurate from what I can see. The legs do seem a little long, so I'll fix that.
Overall I'm going to make the bolts, hinges, brackets, etc heftier since I agree they look a little weak right now.
Thanks for the crits! (again)
The bottom portion of the high poly launcher is finished. Now to start on the launcher booms and the missiles.
Test render in Max w/mental ray:
Missile:
- 2048x2048
- 880 tris
Fire extinguisher:- 2048x2048
- 1,714
Main body:- 4096x4096
- 42,019
I'll be texturing with Substance Designer and Painter, as well as nDo for normal detail.Update. Have been trying to learn substance designer, so I used my extinguisher to practice. Everything done with designer. Side note, if anyone knows a good way of adding labels to objects using designer, I'd love some help.
You can open your texture in Photoshop, add label in a new layer and then save that layer as image with alpha channel.
The color may seem a bit off compared to the reference in my first post, but that's because I'm using a different reference for texturing. I plan on doing a few different texture variants, such as OD green (US), black (Chinese), and a pattern camo; possibly a woodland camo.
Also another shot of the extinguisher. I have yet to add the warning, how to use, and inspection label, but only because I'm lazy.
But, its pretty cool on its own as a prop, so, not a waste of time, though, not sure I would include it with this piece as the comments above will be the first thing someone asks when lookin at this.
@Obscura The map sizes are for presentation purposes only The model looks good with 2 1ks, and 1 2k (for the body), which I don't think is too heavy.
@Alex The color schemes with sub designer are really simple. I'll be overlaying some camo patterns that can be toggled inside of UE4. A simple param that I will expose is the color of the paint which, when changed, can give some bad ass results:
^^^Those maps are in 2K, other than the green one.
I don't plan on making more than one texture set, as it's all generated with the sbsar file.
@GrungyStudios Thanks man I haven't made my portfolio yet, and I haven't applied anywhere. I've still got a lot to learn until I start working.
Still looks enough good to me. I think you still have to keep the limitations in mind, even if its only for presentation purposes. If you don't do this,then it can look as you ignore them or they are not clear to you so I wouldn't recommend doing this. Portfolio pieces are not just about showing artistic skills, you need to show that you know the current standards/limitations too. If you make nice but technically not acceptable things, then it won't show this. Okay its just a texture which can be downscaled easily, but this would be a bad point if I would view your application with your portfolio. Its just my opinion though, nice asset anyways, keep going!
@Obscura
Thanks for the tips. You make some good points. When I put this in my foilio, I'll make sure to present it with 2k textures.
Small update. Got most of the procedural stuff done. Let me know how I can make the wear more believable. I'm gonna try my hand at a camo pattern now.
Also huzzah for paint colour being a parameter.
WIP camo pattern:
Also, there is some noticeable mirroring on the top front pieces that I'm planning on fixing by just mirroring the elements in Max and then rexporting.
Edit: Update on the woodland camo. Added some subtle noise to the camo. Blurred it to make it look like it was spray painted on. Scaled the camo up so it's a more realistic size. Lastly, I made the color of the camo a simple overlay on top of a greyscale so that one color controls the overall color of the camo. I also masked out a few more elements, such as the front plate things (that the front lights sit on) so that the camo isn't on those pieces. I'd love some camo suggestions
Finals:
Very good siluhette ☑
Very good texture work ☑
Up the contrast on the wireframe. This is a great example of taking a simple object and knocking outof the park
I had to like twice to notice the actual geometry.
Niiice!
@Alex I may experiment with just having two models in one shot. Personally, I want to keep the fall digital camo, but if there's anything I can do to the color scheme to make it more appealing, I'd like to know. I'll def up the contrast of the wire shots. Thanks for the tips!
@Dethling Thanks man! I'm liking the blue camo, too. However I'm not sure of your last comment, that it masks the form of the launcher. Did you mean that in a good or bad way? Thanks!
@Peanut Thanks! This was my first project with Substances, and I'm really liking how they work!
Edit: New wire shot, and experiments with only two launchers per shot: