Wow, guys... You are ROCKING this month's challenge !!!
Amazing progress everyone !! I am here stuck playing The Division xD Shame on me, but that's life right ?!
@Jaston3D dude, you nailed that guy very well, proud of you man ! One thing I'd change in that texturing is the metalness of the parts, and the gold needs to feel a bit more like a gold tbh. But that's just my opinion. @Maxhoek That was my struggle, but then I realized that this weapon is a mix of flintlock and a normal pistol weapon. So I don't even know how that works. But I am sure you'll figure it out !
By the way guys, a headsup for those who are doing the exterior for Jurasic Park: I recommend you to use Ivy generator for the foliage, It's a really powerful tool to grow out the entire folliage around the rusty areas. Cheers all !
@MaxHoek That thing on the side of the pistol is a frizzen spring its what would push the flash pan cover / steel the flint would strike against back up into place after firing a flintlock weapon. Its a left over from semi photo bashing the base of the concept together before painting all the rest in.
@Talistar : Okay thanks man! I need to work on my weapon mechanic skills i think here it is:
but this dont make any sense for this actual weapon.... lol xD lets see what i can do there, give you an update than.
@Shyralon Good Job as well, i like your proportions and also your high and lowpoly modeling skills. But i think you need to imporve your textures, like @Jaston3D said. Try to work on them
Highpoly is done for now. All details will be made in nDo and Substance Designer later on. Also change the concept a bit, put in this "ring thing" xD critics are very welcome!
@MaxHoek Freakin awesome change you made to the side adding the ring! My only crits would be that some of your edges look a little bit to sharp, and that you inside mechanism might me a little to noisy. Make sure that you can justify everything going on in there "When the hammer is pulled back it rotates this gear there for rotating this gear and so on!" Keep it up man!
@Jaston3D thanks! and yes, i think you are right. On some parts my edges are way to sharp for my normal, I will try to fix it. About my interior: I think it will "work" in the therory xD but yeah its a bit noisy... but perhaps thats cool, the main focus will be there on the golden steampunky gear things. Need to see it with all the other ornamental details later on. For now i will leave it like that, maybe come back to it later.
@Jaston3D Good job! I really like your presentation and render My only really small critique would be that the handle could use a few more polys since some of the edges are quite visible at the back. I might go over my textures again, thanks for pointing that out @Maxhoeck your modelling is nice, can't wait to see what it looks like with textures. I do like the ring, but I think it is a bit too big and right now draws all the attention, not sure if that's what you want^^
i think its pretty solid with about 9k tris. also started to put in some details with ndo. But i dont know if its cool... i want to tell a bit of a story with my model. Put in this barock ornaments and also, like you can see these "kill counter". In texturing i also want to put in some bloody fingerprints on this weapon. So this weapon will have a little backgound story. I think this is a good idea, but dont know if my plan will work right and i also dont know if the detailing is good so far. Im not that happy with my result. Do you have some tips for me? let me know! i`d love to hear your critics!
I have unfortunately not shown my process here, as I have had my mind on other things, but here is a capture of some of my work in progress texture work. Hopefully I will be able to show more soon.
I decided to use a similar gilded/brass look for the ornaments of the body as for the grip. I also attempted to work out the mechanism of the hammer properly, but decided against it, as it took too much time.
@KMNettelbladt it is looking cool! your bake is pretty nice! but i think you have to look for the wood orientation on the grip, but yeah still wip i know nice! keep going!
Here is where i am: changed the ornaments to a kitbashed/handpainted victorian thing. but it will work much better i think
@MaxHoek I really like the dust-speckle look you have going in the textures of the hammer mechanics, is that some form of separate masked detail map or is it details straight from the main textures?
@KMNettelbladt thanks no these are straight in my main texture. i used one of my dusty materials, its just a little noise in the normal and roughness. I like your ornament detailing. how you are doing this? looks like a sculpt or something?
@MaxHoek It's a simple hand painted pattern that I embossed and normalized in photoshop. I find it easier to do patterns like this when the surfaces are relatively simple.
looks really good! love the detailing and your bake very much. but for my feeling, the textures looking to flat, so they are only a few refelections. it is looking a bit stylized like this, but perhaps thats what you want to achieve. dont understand me wrong, it is pretty pretty cool, just my feeling (; how much tris do you used for your lowpoly? worked very well!
Thank you @Tobbo and@MaxHoek, I think I see what you mean, some additional contrasting details in the specular could make it "pop" more, give a bit more life to the surfaces. The lowpoly is at about 7200 triangles.
@ KMNettelbladt this looks gorgeous! I'm working here on the spaceship, but I struggel with the design of the back part with. I don't know how I should design it. I think I will not be able to finish in time but I want to do it as a portfolio piece for me.
@Evil_Fischi the qustion is, do you need a back part? if you only want 1 shot, from the pose like the concept u dont need to worry about that. otherwise you need to watch for reference images and a bit of phantasy
Nice work all - some really inspiring work this month. Excited to see so many people turn out to participate -- and finish!
@Evil_Fischi - Looking like a great block out so far! Maybe just fill in the "unknown" area with some great big destroyer style engines?
Quick update! don't believe I'll have time to finish this month, but I'm aiming (pun intended) to get the high poly finished by next weekend. Any critiques very welcome ~
Thanks @MaxHoek ! I haven't done much HS modeling so I'm really developing my workflow as I go...learning a lot haha XD Certainly realizing that "less is more" when it comes to subD modeling!
small update for tonight, hoped I'd get further but meh
Haven't posted in a while because of school, but I've got the models essentially finished. Working on the textures now Here are some closer screen caps of the only *interesting* model in the scene =P Just realized I need the side and rear view mirror. RIP.
@LeeM3d How do you get the growing vine leaves up the wall? I'm having a near impossible time getting them to look good.
That's quite a dedication you've put on your work mate. One thing I'd recommend on this piece is to make the stone pieces a bit various, to differ from one another. I am not saying it's how it should be, but looking from another point of view, it'd probably look quite better.
By the way, regarding the leaves up the wall, I believe he was using Ivy Generator to make those. I don't think that using splines or such things will make them look good as Ivy Gen could do it
@eXecutex Thank you for the advice and encouraging words! Jurassic Park is actually one of my all-time favorite movies, so doing this environment has been a load of fun. I'll look into that Ivy Generator. I ended up doing it all by hand, and after doing so I have a new found respect for any artist who does vegetation (so much work!) hehe.
@LeeM3d Alright man, here she is. I hand-painted all of the textures. The only thing I composited was the ground texture. I've never done vehicles before, glass, or vegetation. Most of this was all new territory to me, and I loved every second of it. Gave it my best!
@Devon M Good job and also congratulations for finishing the scene! I think the weakest point of this scene is the lighting. To start with, I would make everything way more saturated and give it some more contrast (like in the concept). It looks like you are using Unity - I have no idea why, but Unity scenes tend to look kinda washed out and really desaturated - maybe see if you can do something against that? Other than that it turned out quite nice
@Shyralon You're exactly right, it is Unity. I'm actually an undergraduate student, and the first engine we've been taught is Unity. I suppose it's easy to learn, user friendly, etc. I recently made into an internship as a 3D artist and the company uses Unreal. Man...Unreal just seems so much better. I made this environment as a project of mine for an independent study, so I used Unity. All of my future projects I think I'm going to use Unreal.
But thank you for your kind words! Jurassic Park is one of my favorite movies, so it was a blast doing this environment.
Replies
For now i try to figure out what exactly this is:
Do someone know what the concept artist means with this? Is it just a think that you can swing out? But for what reason?
Amazing progress everyone !! I am here stuck playing The Division xD Shame on me, but that's life right ?!
@Jaston3D dude, you nailed that guy very well, proud of you man ! One thing I'd change in that texturing is the metalness of the parts, and the gold needs to feel a bit more like a gold tbh. But that's just my opinion.
@Maxhoek That was my struggle, but then I realized that this weapon is a mix of flintlock and a normal pistol weapon. So I don't even know how that works. But I am sure you'll figure it out !
By the way guys, a headsup for those who are doing the exterior for Jurasic Park: I recommend you to use Ivy generator for the foliage, It's a really powerful tool to grow out the entire folliage around the rusty areas. Cheers all !
Also, looks great @Jaston3D and @Shyralon
I'm still fussing over my HiPoly.
but this dont make any sense for this actual weapon.... lol xD
lets see what i can do there, give you an update than.
@Shyralon Good Job as well, i like your proportions and also your high and lowpoly modeling skills. But i think you need to imporve your textures, like @Jaston3D said. Try to work on them
still wip
Also change the concept a bit, put in this "ring thing" xD critics are very welcome!
I`d love to see more other people doing this gun
Good job! I really like your presentation and render
My only really small critique would be that the handle could use a few more polys since some of the edges are quite visible at the back.
I might go over my textures again, thanks for pointing that out
@Maxhoeck
your modelling is nice, can't wait to see what it looks like with textures.
I do like the ring, but I think it is a bit too big and right now draws all the attention, not sure if that's what you want^^
i think its pretty solid with about 9k tris. also started to put in some details with ndo. But i dont know if its cool... i want to tell a bit of a story with my model. Put in this barock ornaments and also, like you can see these "kill counter". In texturing i also want to put in some bloody fingerprints on this weapon. So this weapon will have a little backgound story. I think this is a good idea, but dont know if my plan will work right and i also dont know if the detailing is good so far. Im not that happy with my result. Do you have some tips for me? let me know! i`d love to hear your critics!
I decided to use a similar gilded/brass look for the ornaments of the body as for the grip.
I also attempted to work out the mechanism of the hammer properly, but decided against it, as it took too much time.
Here is where i am:
changed the ornaments to a kitbashed/handpainted victorian thing. but it will work much better i think
Loved this challenge and can't wait for the next one.
Was my first challenge like this, it was much fun and i will do this more often.
You can see more pictures on my Artstation page or my Portfolio Website:
http://max-hoek.de/
https://www.artstation.com/artist/magiicall
If you have any questions or critics, let me know. Hopefully more people will end this, love to see there results.
Thanks guys
I like your ornament detailing. how you are doing this? looks like a sculpt or something?
The lowpoly is at about 7200 triangles.
I'm working here on the spaceship, but I struggel with the design of the back part with. I don't know how I should design it.
I think I will not be able to finish in time but I want to do it as a portfolio piece for me.
Here are some pics....
@Evil_Fischi - Looking like a great block out so far! Maybe just fill in the "unknown" area with some great big destroyer style engines?
Quick update! don't believe I'll have time to finish this month, but I'm aiming (pun intended) to get the high poly finished by next weekend. Any critiques very welcome ~
small update for tonight, hoped I'd get further but meh
I'm keeping this post alive!
Haven't posted in a while because of school, but I've got the models essentially finished. Working on the textures now Here are some closer screen caps of the only *interesting* model in the scene =P Just realized I need the side and rear view mirror. RIP.
Now I'm on the thruster part, I'm using the pic of @kadeschui as reference...
The shout out alone got me pumped! Hope yours is going well buddy!
Progress has slowed a bit @Devon M How are you doing?
By the way, regarding the leaves up the wall, I believe he was using Ivy Generator to make those. I don't think that using splines or such things will make them look good as Ivy Gen could do it
Cheers ! Keep it up !!
I'm having an issue deciding how to block out the blue sky in the background. What can I put back there to accomplish that? Your scene look so good
I rendered in marmoset.
More here: https://www.artstation.com/artwork/6B4ln
Good job and also congratulations for finishing the scene!
I think the weakest point of this scene is the lighting. To start with, I would make everything way more saturated and give it some more contrast (like in the concept). It looks like you are using Unity - I have no idea why, but Unity scenes tend to look kinda washed out and really desaturated - maybe see if you can do something against that?
Other than that it turned out quite nice
But thank you for your kind words! Jurassic Park is one of my favorite movies, so it was a blast doing this environment.