Heya guys, getting started a little late but as work permits! Immediately noticed the perspective is wacky in the concept art, not sure if it's possible to get the scene set up like that unless you build the geometry around it which I don't intend to do! Need to make the windows a bit wider tomorrow also
Going to do some modular pieces for the walls and desks/cabinets etc. For the walls I'm going to do a pillar, window, wall and door.
@pmiller001: Floating Geometry is a technique to make modeling surface detail easier in some cases. It allows you to model higher detail on large surfaces, without having to fit the topology of the surface around the detail to the increased polycount in that area.
Have a look here and here.
I'm not entirely sure why the bake came out so weird. I think I might need to use a cage but here is the floating geometry in Zbrush:
Edit: I figured it out. I had my baking distance set up wrong. I had the ray far distance set to a huge number to be able to cover some poorly thought out floating geometry earlier in the project. I forgot to set it back once it was fixed.
Hey Guys, so I decided to try and attempt this environment. I really like the concept and I think it will make a great portfolio piece. im currently working in UE4, and here is a screen of my block out so far. all done in UE4 with BSP.
@Gladius Altra, cool! How do you get your blockout so accurate? In terms of camera angle etc.
Geometry! Finally putting to use those perspective classes all those years ago.
Like others in this challenge have done I determined the height of the room by using the man as a 6 foot reference and got the 16-18 foot result others did. Once you have the height of the room with the vanishing points its not to difficult to get a rough idea of the rooms dimensions.
For the assets I have been looking up real world dimensions for them. Or in some cases using the 6 foot man for a scale reference. As for the camera lots of playing.
mabden -- this is looking so great already. Can't wait to see some textures. The floor space might feel a little bit empty right now... or there's just a little bit too much of it. You could consider bringing everything in tighter together but it almost feels like I should be looking at something on the floor because there's an empty space right in front of the camera - a perfect spot to draw someone's eye to if you did intend to make it a focal point.
Dang! Those are some nice quality simple meshes dude! Looking forward to seeing this progress.
I've decided to tackle the room as well, but I definitely won't be making the deadline. I've got too much on my plate to dedicate a lot of free time to it. But I really like the concept and want to see it through.
Man its quite in here. Whelp here is my update. Progress is going a little slower than I would like because of work but I still believe I can finish in time.
Well, I don't really come around these forums too often, for no other reason than I am pretty busy. :P But, I happened upon this thread recently and thought that it would be pretty fun to partake. So here I am.
Not much to see really, I mean, comparatively -- it's quite a simple ship. But I tried staying as faithful to the proportions as design as I could, with only very minimal flourishes.
I guess I am going for a pretty low poly design, trying to utilize polygons only where they actually affect the shape of the ship and its silhouette. Still some problem areas I think, and piece that could definitely have a few poly's trimmed out, but overall it's pretty decent.
Not sure if I will take it to texturing and normals. Gotta see how my time works out. Would be fun though!
C&C definitely welcome!
Also, here is the model for you folk to view interactively if you wish.
As for any critiques to anyone, I don't really have much to say to be honest. Only a few minor things to point out.
@electricsauce: The fins over the engine area seem to be few too many.
@particleman1010: The space between your fins, over the engine area, looks to be a bit too wide. From what I can tell the fins should be about 30 degrees apart.
@particleman1010: The space between your fins, over the engine area, looks to be a bit too wide. From what I can tell the fins should be about 30 degrees apart.
I was wondering what you were talking about, then horrified as I realized I modeled it wrong and was completely oblivious to it. Thanks for pointing that out.
Good job timothy I'm missing some stronger contact shadows on the floor though. How are you dealing with the lighting?
And are we getting an April challenge too? I might join!
Im just Using some point lights under the static mesh. and I have some cones in there with faked light rays coming from them. Im not too sure why my shadows on the ground arent darker. I found that my light map was fairly low, so i cranked it up but it didnt solve the problem entirely. and as far as next months challenge. i think im gonna finish up some other environments ive been working on.
@inwar those props are looking real nice. I think a little more work and it will be looking real great.
i finally had time to finish this prop, and sorry for being late again
everything is in a 2048 map even the particle, the total tris count is 16200
the textures were baked with xnormal
here some shots:
Replies
Going to do some modular pieces for the walls and desks/cabinets etc. For the walls I'm going to do a pillar, window, wall and door.
@darkimage- What do you mean by floating Geo partner? i dont understand what that means
Have a look here and here.
lol oh ye all the text is flipped. guess he drew it then decided the composition was better with image flipped
Im done modeling my spaceship, now to the unwrap and texturing
Here is my blockout in 3ds, some details on the walls/windows.
Edit: I figured it out. I had my baking distance set up wrong. I had the ray far distance set to a huge number to be able to cover some poorly thought out floating geometry earlier in the project. I forgot to set it back once it was fixed.
Have you tried setting system units to Centimeters?
Geometry! Finally putting to use those perspective classes all those years ago.
Like others in this challenge have done I determined the height of the room by using the man as a 6 foot reference and got the 16-18 foot result others did. Once you have the height of the room with the vanishing points its not to difficult to get a rough idea of the rooms dimensions.
For the assets I have been looking up real world dimensions for them. Or in some cases using the 6 foot man for a scale reference. As for the camera lots of playing.
Shinobix, that's just simple meshes, not final low poly.
I've decided to tackle the room as well, but I definitely won't be making the deadline. I've got too much on my plate to dedicate a lot of free time to it. But I really like the concept and want to see it through.
The bakes came out pretty well!
this are some shots of the back part...let me know what you guys thinks!!
Well, I don't really come around these forums too often, for no other reason than I am pretty busy. :P But, I happened upon this thread recently and thought that it would be pretty fun to partake. So here I am.
Not much to see really, I mean, comparatively -- it's quite a simple ship. But I tried staying as faithful to the proportions as design as I could, with only very minimal flourishes.
I guess I am going for a pretty low poly design, trying to utilize polygons only where they actually affect the shape of the ship and its silhouette. Still some problem areas I think, and piece that could definitely have a few poly's trimmed out, but overall it's pretty decent.
Not sure if I will take it to texturing and normals. Gotta see how my time works out. Would be fun though!
C&C definitely welcome!
Also, here is the model for you folk to view interactively if you wish.
https://p3d.in/n1y6O
---
As for any critiques to anyone, I don't really have much to say to be honest. Only a few minor things to point out.
@electricsauce: The fins over the engine area seem to be few too many.
@particleman1010: The space between your fins, over the engine area, looks to be a bit too wide. From what I can tell the fins should be about 30 degrees apart.
Cheers!
I was wondering what you were talking about, then horrified as I realized I modeled it wrong and was completely oblivious to it. Thanks for pointing that out.
Well done!
And are we getting an April challenge too? I might join!
Im just Using some point lights under the static mesh. and I have some cones in there with faked light rays coming from them. Im not too sure why my shadows on the ground arent darker. I found that my light map was fairly low, so i cranked it up but it didnt solve the problem entirely. and as far as next months challenge. i think im gonna finish up some other environments ive been working on.
@inwar those props are looking real nice. I think a little more work and it will be looking real great.
SO heres some other views of the environment.
everything is in a 2048 map even the particle, the total tris count is 16200
the textures were baked with xnormal
here some shots: