Phew, got some of the more intricate details down. Strugglign to work out what to do for the alcove decorations, statue and the last bit of floor tiling, but hey.
@SageofTime: Damn, that's some nice work! Love the twist on the concept. @Justo: Amazingly clean build. It looks gorgeous!
Nice job Schwarts,
I am sytruggling with proportions, you seem to have nailed them.
Would appreciate any help in getting the volume of the space more accurate.
It feels like the pillars are too tall, but I measured proportions from my scale ref.
Quick question about double-side, I put thickness on parts like the can at the end but is that unnecessary? Is it ok to have one sided pieces and the materials have option to render both sides?
Thought I might give this one a go, also wanted to mess around with the prescriptive match tool in 3DS Max which is perfect to get your base environment done fast.
Quick question about double-side, I put thickness on parts like the can at the end but is that unnecessary? Is it ok to have one sided pieces and the materials have option to render both sides?
@supersnakelx, there is an option in unreal for double sided geo/materials, yes.
But, are you ever going to see the inside of the can? (Is it the one cut off, or closed off?) Try both and make a modeling design choice. If it looks just as good without it, you probably don't need it.
Alternatively, I'm sure people would give you visual feedback if you post a photo where we can see that part
It's looking nice so far though.
BTW, @arkolis, That's starting to look pretty cool
@supersnakelx, there is an option in unreal for double sided geo/materials, yes.
But, are you ever going to see the inside of the can? (Is it the one cut off, or closed off?) Try both and make a modeling design choice. If it looks just as good without it, you probably don't need it.
Alternatively, I'm sure people would give you visual feedback if you post a photo where we can see that part
It's looking nice so far though.
Yes, I meant the the cut off can used as muzzle. I decided to put thinkness and make it so the pipe that goes through can be seen.
Thanks for the info though.
Anyone knows what witchery is this ? Also yes, I ve checked normals at least 4 times, flipped them and the problem is still the same. First time I ecountered something like this.
Finished my basic block out, going to try make the majority of my texture in substance designer 5.
Edit - Looking back, i've clearly made the pillars/ceiling too high. I've adjusted the scene now to be in scale with the concept
I think the roof needs to be a bit higher, and the room more deeper. Compare your columns to the ones in the concept and the distance between the 3 stairs.
I am also doing the flamethrower, I am really bad at keeping up with posts, but am working on it. Really liking the other models on here.
This is my model with floaters, just need to get bakes and texture; will be done in Substance Painter.
I textured the model in Substance Painter, the labels for the propane canister and the beer can were grabbed from the internet. I could have easily gotten these images with my own camera, but I would have to go to a store. I liked the preview render in Substance better than the Unreal Engine. 5500 Tris and 2K textures.
Substance:
First time trying out the MNC! Spent the morning blocking it all out.
I know my proportions are a bit off still, especially with my stairs I think. Any advice on the next step to take? (I am thinking about just going piece by piece and fleshing them out)
First time trying out the MNC! Spent the morning blocking it all out.
I know my proportions are a bit off still, especially with my stairs I think. Any advice on the next step to take? (I am thinking about just going piece by piece and fleshing them out)
I think those stairs are actually good, but those pillars are a bit thin...
Hi all! This is my first Noob Challenge. It looks like I've got a lot of catching up to do! Unfortunately, I only had about 45 mins tonight but I'll be sure to keep posting progress as I go.
Finally got back on it tonight and got this pillar out of a few hours! Looks oddly proportioned in marmoset but its scaled to my blockout
Hmm, it looks like it's vertically squashed just a bit (too short and too fat on the diameter). Textures look spot on! Once you add some dirt and other detailing those are really going to pop, nice work so far!
wanted this thing to look a little more epic, so i lendthened the room a little feel like it gives the room a lot more drama. might just have skylights in every other roofing tile though...
Lighting is what I usually struggle with the most, so I'm trying to nail a base concept for lighting first. Feedback would be greatly appreciated! (I know it isn't exactly to the concept, I want it to feel like it is more naturally lit, in the middle of the day)
yeah. the one thing i would say from experience is watch out for the yellow if you intend to make it gold. gold paint can at times be a pain to get right.
no worries, i'm working with layers so it's easy to modify since i will bake out the different layers from polypaint. Going to work extensively in PS getting it right since now it's obviously not perfect.
I'm finally taking part in a challenge I decided to go with the flamethrower (maybe next time i'll be brave enough to go with an environment).
Here's my progress on the HP :poly136:
Hey guys, a quick update of where I'm at with this hand-painted texture for the flamethrower. Still have quite a few parts to texture and add more detail to. Hoping to have it completed by tonight.
Really liking everyones' flamethrowers, makes me wish I put a bit more detail into my base model. Oh whale.
I'm a little bit late to the party but I figure I'll try and get as much done as I can in the next two weeks. So far I have my blockout finished inside UE4 with all the lighting more or less ready to go. I'll play with it a little bit more once I get some assets finished.
Anyone knows what witchery is this ? Also yes, I ve checked normals at least 4 times, flipped them and the problem is still the same. First time I ecountered something like this.
Throw an Edit Normals modifier on top of your stack and see if your normals area really where they should be. I know in Max2014 there's errors at times I've encountered this issue at work. Worst case is to just remodel the geo.
Lost a bunch of working time to having to fix my computer the past couple of days. Hopefully no more problems there, but this asset is almost done! I need to duplicate a few of the body details and create some detail on the dome then this will be ready for uvs and materials. Then on to the environment assets. I've got a story to tell with mine, although somewhat of an alternative to existing Star Wars canon. I hope I have the time to invest in this to tell that story through the scene.
@jaston3d Nice column m8 , but i would do something to make it a little damaged(not out of factory)
Here is my first go @ a challenge ever,I've messed up a bit with the column in zbrush(couldn't help it) and at the moment i'm blocking in the major parts of the scene.
I'm having problems with proportions really,so any advice on that would be really appreciated
Replies
Phew, got some of the more intricate details down. Strugglign to work out what to do for the alcove decorations, statue and the last bit of floor tiling, but hey.
@SageofTime: Damn, that's some nice work! Love the twist on the concept.
@Justo: Amazingly clean build. It looks gorgeous!
I am sytruggling with proportions, you seem to have nailed them.
Would appreciate any help in getting the volume of the space more accurate.
It feels like the pillars are too tall, but I measured proportions from my scale ref.
http://gonzo3d2013.cgsociety.org/art/maya-challenge-may-2015-architecture-3d-1276756
I know nothing about game engines but I see this as an opportunity to explore UDK
http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-CA74469E-9320-4801-B3F0-B4E00461689C-htm.html
I am using Maya mainly for this concept.
Finished my basic block out, going to try make the majority of my texture in substance designer 5.
Edit - Looking back, i've clearly made the pillars/ceiling too high. I've adjusted the scene now to be in scale with the concept
@supersnakelx, there is an option in unreal for double sided geo/materials, yes.
But, are you ever going to see the inside of the can? (Is it the one cut off, or closed off?) Try both and make a modeling design choice. If it looks just as good without it, you probably don't need it.
Alternatively, I'm sure people would give you visual feedback if you post a photo where we can see that part
It's looking nice so far though.
BTW, @arkolis, That's starting to look pretty cool
I finished my high poly modeling and now bringing it into zbrush
and the valve system in the back:
Yes, I meant the the cut off can used as muzzle. I decided to put thinkness and make it so the pipe that goes through can be seen.
Thanks for the info though.
I think the roof needs to be a bit higher, and the room more deeper. Compare your columns to the ones in the concept and the distance between the 3 stairs.
This is my model with floaters, just need to get bakes and texture; will be done in Substance Painter.
The model looks good, but for it being a low-poly model I think the tubes for the canisters are too dense.
Also finished unwrapping uvs
Substance:
Unreal Engine:
It's up to you, but the holes in the can be done with transparency, that will save a lot of tris.
I know my proportions are a bit off still, especially with my stairs I think. Any advice on the next step to take? (I am thinking about just going piece by piece and fleshing them out)
I think those stairs are actually good, but those pillars are a bit thin...
Hmm, it looks like it's vertically squashed just a bit (too short and too fat on the diameter). Textures look spot on! Once you add some dirt and other detailing those are really going to pop, nice work so far!
module test.
wanted this thing to look a little more epic, so i lendthened the room a little feel like it gives the room a lot more drama. might just have skylights in every other roofing tile though...
Loving all these other flamethrowers and environments!
(Not finished models or materials)
Put some more time into this project and ended up with a floor that I'm happy with!
Keep making progress everyone!
Very nice job on those wraps on the lower pipe! I am gonna be looking at those when I start doing mine
I am making progress on the high poly. I plan to finish it up and make my low tomorrow. So far I am having a lot of fun with this one!
Polypaint only. Going to bake down and add more details later.
So my start on the H-poly:
Still need to do the cables, thinking about doing an alpha clip for the can, try to model the valve as it is IRL.
Rendered in Marmoset 2.
Here's my progress on the HP :poly136:
Really liking everyones' flamethrowers, makes me wish I put a bit more detail into my base model. Oh whale.
@DeviatePanda I'm digging that hand painted texture!
Great work everyone!
Throw an Edit Normals modifier on top of your stack and see if your normals area really where they should be. I know in Max2014 there's errors at times I've encountered this issue at work. Worst case is to just remodel the geo.
@charliecromo really digging your cloth! I might need to go back and spend a little more time on mine.
@aBabyPenguin thanks bud :thumbup:
@Auldbenkenobi Great Hpoly man!
@DeviatePanda: Great job on the handpainted texture, but just one thing, isnt the tape that is holding the tank on the "stock" too loose?
@loggie24: Really liking that pillar. Can't wait to see your scene finished.
Here is my first go @ a challenge ever,I've messed up a bit with the column in zbrush(couldn't help it) and at the moment i'm blocking in the major parts of the scene.
I'm having problems with proportions really,so any advice on that would be really appreciated
http://imgur.com/ENyYX71