Hey guys! I just wanted to share what I've got currently going towards my portfolio. I've got a few different projects going on. Any feed back or crits are welcomed!
This is my "flame blower" that I have been working on. Originally the project started out as a leaf blower, but then I had the idea to turn it into a flame thrower. This will be another game asset in my portfolio.
This is another piece I am working on. The concept was made by Lee Yongwoong. You can see some of his work through this URL as well as the concept https://www.artstation.com/artwork/A901y
Another piece that I am working on is this character. The concept was created by Hanchae Moon. You can find the concept as well as some other work by this artist through this URL: https://www.artstation.com/artwork/AlPzq
looks nice, really like the leafblower idea But 8-10k, please don't. There are a couple loops too much but don't break it, it'll look dated before its finished. Get onto some textures before you start the next thing again : P
Thanks Shrike! I really appreciate your feedback! I had a feeling that 8-10k could be too low. What sort of range would you recommend that I shoot for?
Will do :P I plan on getting all of my stuff textured before getting another piece going.
An update on my low poly flame blower....the tri count is currently at 19,896. I'm trying to keep as much of the silhouette as I can without taking out too much geo. I am looking for more ways to take out geometry in places that it is not needed.
Here is another update on the flame blower low poly. The tri count is now at 16,352. At this point I'm going to go ahead and call the low poly done. On to the unwrap!!!
inspirational to say the least! I love to see other Dallas natives putting in work my man! Let me know if you're going to any of the IGDA events coming up, we can hang out!
Here is my first pass on what the bake looks like for now, gonna go back and rework a couple things because I didn't like the way they came out. These images are screenshots from max's hardware shading with a few omni lights and a skylight. The map size was rendered out at 4096x4096.
Hey guys! just posting another update on this flame blower. I was able to get a better looking bake, but there are still some adjustments that need to be made. I rendered out an AO with the normal map this time on this pass, so that I could see better on what needs to be fixed. The map size was rendered out at 2048x2048. Also instead of using max's hardware shading for this presentation, I threw the model back into marmoset.
There are a few areas that bother me. The biggest one is that the housing for the motor may not have enough geo in the circled area.
It is only noticeable from a camera angle like this, so my thought process could be maybe not to show the model at this angle. I do want to show the model from this angle so it could be an area that I have to go back and fix from the low poly.
Another thing that is bothering me is that it looks like there is a dent in the housing of the motor in the circled area below. This is because the low poly is not matching up very well with the high poly in this area. This could be another camera angle that you may never see as a viewer/player, but I may have to go back to the low poly and adjust it.
More geometry was added back in the housing of the motor to support the normal map better. This was done to fix the spots that I had pointed out in the previous two images.
There were a few other areas that I added a bit of geo back in as well. The first was the object at the end of the tube in the circled area below. Before it looked like that there was a dark gap between the separated area. Now it actually looks like there is separation between the gap.
It was also bothering me that the barrel did not have an actual hole at the end of it. Before adjustments were made the barrel only had a cap at the end of the cylindrical object. With an actual hole the barrel can pick up lighting information much better than before. I am still working to find out why there is a white spot in the center of the hole.
The trigger on the side of the handle was not looking like it had enough geo to properly translate the curves in the highpoly. The trigger was adjusted to cover the high poly better, so that the inner silhouette of the trigger can be easily identified.
Here are some base textures I've blocked out using some standard shaders in max. I am looking for somewhat darker colors but I don't want to go too dark where the viewer can't see inner and outer silhouettes. My motivation for the colors that were picked were to go for a more tactical kind of feel. I used references that I had gathered to build the high poly for blocking out ideas for textures.
Replies
Here is what was used to sort of transform it into a flamer thrower: https://www.pinterest.com/zach9313/flame-thrower-reference-material/
Here is a link to a Pinterest board of the references that I am using so far: https://www.pinterest.com/zach9313/windmill-concept-piece-reference/
Along with the concept I have collected other variuos kinds of things that could be useful for the creation of this piece.
Some more reference that I am using can be found trough this Pinterest board: https://www.pinterest.com/zach9313/troll-hunter-character-concept-reference/
But 8-10k, please don't. There are a couple loops too much but don't break it, it'll look dated before its finished.
Get onto some textures before you start the next thing again : P
I love to see other Dallas natives putting in work my man!
Let me know if you're going to any of the IGDA events coming up, we can hang out!
normal map used:
normal map:
AO map:
It is only noticeable from a camera angle like this, so my thought process could be maybe not to show the model at this angle. I do want to show the model from this angle so it could be an area that I have to go back and fix from the low poly.
Another thing that is bothering me is that it looks like there is a dent in the housing of the motor in the circled area below. This is because the low poly is not matching up very well with the high poly in this area. This could be another camera angle that you may never see as a viewer/player, but I may have to go back to the low poly and adjust it.
It was also bothering me that the barrel did not have an actual hole at the end of it. Before adjustments were made the barrel only had a cap at the end of the cylindrical object. With an actual hole the barrel can pick up lighting information much better than before. I am still working to find out why there is a white spot in the center of the hole.
The trigger on the side of the handle was not looking like it had enough geo to properly translate the curves in the highpoly. The trigger was adjusted to cover the high poly better, so that the inner silhouette of the trigger can be easily identified.
wires:
Feel free to check it out and more of my stuff on artstation as well: https://www.artstation.com/artwork/ozzOO