Hey, guys! I've been reading polycount for a year, looking at all of this awesome stuff here. My previous job wasn't related to game ready models, and especially to art, so now I decided to fix it) Here is my first completed (almost I guess) game ready model. AKM was created following along Tim Bergholz's tutorial. Silencer (PBS-1) and a scope (1PN51) was created to get used to this pipeline. While I was rendering I found some troubles with my materials. I believe that they are looking too glossy in Marmoset. Or probably they just don't look believable. Also, I have no idea how to make cool renders, set up lights and many other things, so it seems that I need to watch a lot of tutorials =\ So, here it is, I will be grateful for criticism and advices.
Really nice work. For presentation I normally take my Marmorset pictures into Photoshop and add some camera dirt/lens flare effects (low opacity) to it (e.g. https://www.artstation.com/artwork/5WyLz). Also don't forget to put your name in the final presentation shots, so if anyone is stumbling about this pictures via google he knows who is this artist.
If you are looking for some help getting good renders out of Marmoset they have a bunch of tutorials on their website to help with that: https://www.marmoset.co/toolbag/learn. Look at some of the GDC videos too.
However, a lot what is required to get good lighting, rendering, and presentation has nothing to do with the program you are using. A lot of it comes from core art fundamentals and some photography/painting basics. How a photographer or painter sets up a scene is almost exactly how you set up a rendering scene and the terminology is almost identical between the two.
Really nice work. For presentation I normally take my Marmorset pictures into Photoshop and add some camera dirt/lens flare effects (low opacity) to it (e.g. https://www.artstation.com/artwork/5WyLz). Also don't forget to put your name in the final presentation shots, so if anyone is stumbling about this pictures via google he knows who is this artist.
Thanks, I'll use photoshop when I got finished model, now I'm still stumbling with proper materials)
If you are looking for some help getting good renders out of Marmoset they have a bunch of tutorials on their website to help with that: https://www.marmoset.co/toolbag/learn. Look at some of the GDC videos too.
However, a lot what is required to get good lighting, rendering, and presentation has nothing to do with the program you are using. A lot of it comes from core art fundamentals and some photography/painting basics. How a photographer or painter sets up a scene is almost exactly how you set up a rendering scene and the terminology is almost identical between the two.
Thank you! It feels like rendering - is the most difficult part for me. And I believe that you are totally right about "photography/painting basics", unfortunately, I have a lack of it =\. And thanks for books, but if I order it, I will get them only in a month)
Impressed by this video https://www.youtube.com/watch?v=PN_CP4SuoTU I saw a great opportunity to finally test Marvelous Designer. So, I decided to make Tie Fighter pilot Here is my base mesh. I found marvelous designer great for making base meshes for subsequent sculpting in Zbrush. Not sure if making pockets in MD was a good idea, though. Firstly I wanted to make gloves and boots in MD too, but it seemed to be waste of time for me.
So here is the progress I made so far. I didn't realize how hard it would be for me) I made a lot of alterations, and sill not happy enough about the result. It seems that all of my work in recent days was only making corrections wich cause another one, and another etc. It's so easy to get lost in details while your main forms are far from perfect. So I decided to take a break and ask for some critique to improve my work.
Replies
For presentation I normally take my Marmorset pictures into Photoshop and add some camera dirt/lens flare effects (low opacity) to it (e.g. https://www.artstation.com/artwork/5WyLz).
Also don't forget to put your name in the final presentation shots, so if anyone is stumbling about this pictures via google he knows who is this artist.
If you are looking for some help getting good renders out of Marmoset they have a bunch of tutorials on their website to help with that: https://www.marmoset.co/toolbag/learn. Look at some of the GDC videos too.
However, a lot what is required to get good lighting, rendering, and presentation has nothing to do with the program you are using. A lot of it comes from core art fundamentals and some photography/painting basics. How a photographer or painter sets up a scene is almost exactly how you set up a rendering scene and the terminology is almost identical between the two.
These two books are amazing, I recommend them to any 3D artist:
https://www.amazon.com/Light-Visual-Artists-Understanding-Design/dp/185669660X
https://www.amazon.com/Color-Light-Realist-Painter-Gurney/dp/0740797719
Thank you! It feels like rendering - is the most difficult part for me. And I believe that you are totally right about "photography/painting basics", unfortunately, I have a lack of it =\. And thanks for books, but if I order it, I will get them only in a month)
Sorry, fixed)
Here is my base mesh. I found marvelous designer great for making base meshes for subsequent sculpting in Zbrush. Not sure if making pockets in MD was a good idea, though. Firstly I wanted to make gloves and boots in MD too, but it seemed to be waste of time for me.