@alex1111 Looks good! What kind of lighting setup do you have? It looks really nice and soothing (even though I don´t think that it is meant for the concept).
@Jesse Walsh Textures looking really nice. I think you could make the texture of the cylindrical top thingy a bit better by making the layer/coat more stand out. It looks a bit flat right now. I would suggest either modeling it out or using a strong normal map.
A little progress. Please tell me if you spot any issues (proportions etc.)
I´m also not sure how to place the lantern. Any tips would be appreciated
Not been getting much time to be able to get stuck into this one, but it's getting there slowly
Will start working on the other props soon, but for the time being I just want to make sure I have the right sizing of all the objects and such, plus I need to reduce the polycount on a few objects :P
Any tips on modelling knots, not something I've tried to do before so I'm kind of thinking start with a 4 x 4 cube, spherify then begin to indent small sections and go from there...
Any feedback is appreciated, threw on some base colours just to get a better feel for the objects
@Thatsimokid I think the best looking way to model a knot would be to make it as close to the real thing as possible. You could make a knot out of a curve and then extrude it.
@KurtR Thank you my friend. at the start i have a lot of problem with Proportions and i'm trying different ways at the end i use concept for viewport Background and match a camera.(i get this idea from MalloryW Work and other friends in this challenge) I'm sorry for my English I can't speak good.
@MalloryW . Proportions are looking pretty solid man! How are you going to approach the whole piece? High poly? Just lowpoly? i'm just curious. Looking good
@Jesse Walsh
Looks really cool! I especially like how you interpreted the material of the round decoration. The shiny materials fits perfectly. A question: Is your wood texture a tileable texture?
@APiotrW Thanks! The wood texture started off as a tileable texture that I painted in Zbrush. I then baked it onto the unwrapped model so I could paint some highlights around the edges. Looking at it now I might go back and strengthen some of the lighter edge areas, but I feel like I need to move on to the rest of the cart first.
Update from tonight. Gonna put a sign on the top of the canopy and add more fruits on the side of the cart. Trying to be inspired by how the shops look in Dorado in Overwatch
Hello everyone here is my advancement so far, I tried to do a perspective match but I find it very difficult with this artwork... somehow I think the artist has cheated a bit with the perspective
But still a real pleasure to work on it. Thanks to musashidan and Jesse Moody for the analysis of the proportions and green section lengths !
First time joining the challenge. I've only every done hyper low poly work. Trying to expand out of it. Here's my block out. Any C&C is much appreciated.
Decided to join the challenge this month with the hard surface environment. A simple blockout for now, trying to figure out the perspective and proportions. I plan on making some of the flat panels in substance painter.
Well, it's been a while since i did the last one. Really like the concepts here, and it's about time i start to learn unreal editor (in fact, the last/first time i used it, was for my first/last chalange XD) so, i'm jumping into this.
Doing Environment: "Painterly".
This is first, very rough block stage, i still have some work on this phase, before i start anything else....: <img src="http://i.imgur.com/eNE1EMr.jpg" alt="" title="Image: http://i.imgur.com/eNE1EMr.jpg"><br><br>Good luck, all!
things are moving along with the weapon. I'm gonna clean up the topology a bit later but want to show my wireframe, like I said before I'm not baking down any beveled edges but instead going with a higher polycount for my mesh.
@bolly: if you're going to go strictly higher poly, I'd look at your poly density and see what's denser and make sure they match up. For example, right now your bolts look more round than the main cylinder of the gun. You want your geo density to be both consistent and reasonable. So, If those bolts are going to be that dense, the cylinder needs to be at least that much, if not more. I typically go 4 > 8 > 16 > 32 >64, etc for my cylinder density.
For your more square/boxy areas, I'd be generous with the bevels, so there are no harsh edges. Not saying make it look like molded plastic, just give it some nice curve to catch a highlight. You've got it for the rear components, just need to bring some of that attention to the front.
@Jesse Walsh and @homart Nice seeing the two pieces getting close to finished assets. Going to be interesting to see how they line up in the end.
@b0lly Really like the currently clean look of it. Looking forward to see it come alive with textures. And some nice tips from artstream.
I have currently not done a whole lot work on my mech door, though I'll post current wip anyway. I know there's a lot of things not lining up just now, but I am mostly trying to make sense of the functionality of some of the parts in the design. Some of it doesn't always make too much sense to me, and some do. So I'll probably take a couple of "creative" choices, while still staying as close as possible to the concept.
@bolly: if you're going to go strictly higher poly, I'd look at your poly density and see what's denser and make sure they match up. For example, right now your bolts look more round than the main cylinder of the gun. You want your geo density to be both consistent and reasonable. So, If those bolts are going to be that dense, the cylinder needs to be at least that much, if not more. I typically go 4 > 8 > 16 > 32 >64, etc for my cylinder density.
For your more square/boxy areas, I'd be generous with the bevels, so there are no harsh edges. Not saying make it look like molded plastic, just give it some nice curve to catch a highlight. You've got it for the rear components, just need to bring some of that attention to the front.
good point, thanks! ill look into the poly density. Yeah I probably should've been clearer, I've not gotten to the front part yet, its still in its block out phase! thanks for the feedback
first of all let me share some things I found about the weapon. - the big grey screw on the side of the weapon in fact is not a screw, it's a switch. It will make the weapon feel more real as a 5cm wide screw is kind of funny. - Another artist already made this concept and has the model in a marmoset viewer, maybe it's useful for someone to rotate it around. Dylan Mellott's Exteel Flamethrower
@b0lly Nice start! I used same approach on the last monthly env challenge(sept/oct), be careful as it's really time consuming to modify any chamfer, I highly recommend you to avoid chamfering until the end of the modeling process, when you have already settle all the shapes, also think about using support loops just to make the topology cleaner and chamfering faster, later you can remove them and at the end you'll need to clean the mesh anyway to avoid artifacts. another suggestion is to use "mesh decals" for everything that is not needed for the silhouette, as an example you have the small "screws" on the handle, they are flat with the surface and you can avoid lots of tris and make smaller details this way you can find more info about this type of decals in this post I'd love to see how it ends as I've only seen this technique in environments, Good Luck!!
It's ime for my update! I've almost finished my highpoly, I just need to add the screws and some detail pieces. As I said on my last post I've made the tank as a separate prop to make the reload as real as possible. First time using opensubd, it's really nice to be able to change fast the sharpness of the edges.
I still need to polish some shapes but I'm quite happy with the result so far.
@kyrzon wow, that is one nice, clean piece of work. Great job!
I have a question about the mech door. What is the joint or arm connected at the bottom called? I am trying to find some reference to study, but I can't find anything close to it. Trying variations of hinges, joints, mechanical arms and hydraulic arms, but finding nothing good.
@KurtR Thanks!!! I'll try to push it as far as possible in 1month. About the hinge, what I can see from here, it's a double hinge with a fancy shape, what I would do is to make it in a way that it can be folded twice and make it as flat as possible once its completely folded I hope it helps Good luck!!
@Kryzon Good advice on not chamferring until the end. And thanks for sharing the marmoset turn around. The perspective view has been throwing me off. Very nice clean work. on your model as well.
Throwing my hat into the ring, a couple weeks late, but hey, just saw it. This will be my first challenge, but I also feel like I was at a loss for something to do and this gives me some directive as well as taking me out of my 'comfort zone' since most of my self directed things tend to be pretty dark.
So, with that, I'll do the 'painterly prop'. I'm challenging myself to speed and accuracy. Starting ...now.
first of all let me share some things I found about the weapon. - the big grey screw on the side of the weapon in fact is not a screw, it's a switch. It will make the weapon feel more real as a 5cm wide screw is kind of funny. - Another artist already made this concept and has the model in a marmoset viewer, maybe it's useful for someone to rotate it around. Dylan Mellott's Exteel Flamethrower
@b0lly Nice start! I used same approach on the last monthly env challenge(sept/oct), be careful as it's really time consuming to modify any chamfer, I highly recommend you to avoid chamfering until the end of the modeling process, when you have already settle all the shapes, also think about using support loops just to make the topology cleaner and chamfering faster, later you can remove them and at the end you'll need to clean the mesh anyway to avoid artifacts. another suggestion is to use "mesh decals" for everything that is not needed for the silhouette, as an example you have the small "screws" on the handle, they are flat with the surface and you can avoid lots of tris and make smaller details this way you can find more info about this type of decals in this post I'd love to see how it ends as I've only seen this technique in environments, Good Luck!!
It's ime for my update! I've almost finished my highpoly, I just need to add the screws and some detail pieces. As I said on my last post I've made the tank as a separate prop to make the reload as real as possible. First time using opensubd, it's really nice to be able to change fast the sharpness of the edges.
I still need to polish some shapes but I'm quite happy with the result so far.
Hey man, what software are you using for the hard surface modeling?
Here is my finished piece. It was a lot of fun to make and I think I have a better handle on substance painter and UE4 as a result. I know there are still some areas on this that could be improved, especially in the material definitions, but I am going to move on and tackle this month's stylized environment. Thanks for the feedback and support on this, it really motivated me to finish it.
@kyrzon your weapon hp looks pretty solid. good work so far! but maybe some of your edges are to sharp, also you forget to give some edges this hard chamfer. Compare your image with the concept and try to figure out what is missing or what have to be changed. I marked you some areas which are to sharp or the chamfer is missing, maybe this will help you. keep up your good work!:)
Hello everyone! I'm pretty new to modeling and this seemed like a great way to practice! I've started work in Maya on the fruit cart, but I wanted to ask, do we need to export to a game engine to post in-progress shots too? Or is that rule just for your final shot.
So I've built most of my final geometry, and I'll be doing some organic work in zBrush tonight in order to do some high-poly normal bakes for some of the more interesting items. One critique I'd appreciate is my poly-count. Keeping in mind that there are some high-poly items that will phased out as I bake down some items to low-poly versions, and all the fruit spheres are just placeholders, but, I would like to start getting some mental high-water marks for acceptable poly-counts on a prop set like this.
"Here is my finished piece. It was a lot of fun to make and I think I have a better handle on substance painter and UE4 as a result."
Hey Jessie. The hand-painted look is fairly impressive and I keep telling myself I need to teach myself Substance Painter. I do have a question:
How did you achieve the glow-through refraction of the light through the silk lamp? I have a lot to learn when it comes to creating light diffusing materials in Unreal and as an artist, I understand the concept of how light passes through stretched silk, I have no idea how to manage that in Unreal. I'm assuming it's a matter of setting translucency and using a normal on the material that's a series of sharply angled grooves like on a vinyl LP that is very fine and if that's not so, or not how you accomplished the light there, I'd love to know your method. Thanks. Nice work on your piece.
TheOubliette said: How did you achieve the glow-through refraction of the light through the silk lamp? I have a lot to learn when it comes to creating light diffusing materials in Unreal and as an artist, I understand the concept of how light passes through stretched silk, I have no idea how to manage that in Unreal. I'm assuming it's a matter of setting translucency and using a normal on the material that's a series of sharply angled grooves like on a vinyl LP that is very fine and if that's not so, or not how you accomplished the light there, I'd love to know your method. Thanks. Nice work on your piece.
I didn't use any translucency. I used an emissive material on the lantern and then placed a light around the whole thing to light the cart,. The emissive doesn't cast any light, but does make a glow. I also placed small lights around the outside of the lantern with very small spheres of influences and then cranked the brightness up on them a lot. This increased the glow around the lantern and gave the look that the lantern was actually lighting itself.
I want to end by saying that while I have a lot of experience with modelling and rendering, I have never worked for a game company, so my solution may not be appropriate for a game.
Replies
Looks good! What kind of lighting setup do you have? It looks really nice and soothing (even though I don´t think that it is meant for the concept).
@Jesse Walsh
Textures looking really nice. I think you could make the texture of the cylindrical top thingy a bit better by making the layer/coat more stand out. It looks a bit flat right now. I would suggest either modeling it out or using a strong normal map.
A little progress. Please tell me if you spot any issues (proportions etc.)
I´m also not sure how to place the lantern. Any tips would be appreciated
Will start working on the other props soon, but for the time being I just want to make sure I have the right sizing of all the objects and such, plus I need to reduce the polycount on a few objects :P
Any tips on modelling knots, not something I've tried to do before so I'm kind of thinking start with a 4 x 4 cube, spherify then begin to indent small sections and go from there...
Any feedback is appreciated, threw on some base colours just to get a better feel for the objects
I think the best looking way to model a knot would be to make it as close to the real thing as possible. You could make a knot out of a curve and then extrude it.
Like this (little rope thing as an example):
to
I'm sorry for my English I can't speak good.
This is a screenshot from ue4
Please tell me if you spot any issues (proportions etc)
First time joining anything on polycount. Only have 1 hr a day to do this as a warmup so hopefully I will finish.
I realised after finishing that the nut at the back is not a 5-dented nut and probably only has 2-3 indents - so I will fix that tomorrow!
But still a real pleasure to work on it. Thanks to musashidan and Jesse Moody for the analysis of the proportions and green section lengths !
A simple blockout for now, trying to figure out the perspective and proportions.
I plan on making some of the flat panels in substance painter.
Really like the concepts here, and it's about time i start to learn unreal editor (in fact, the last/first time i used it, was for my first/last chalange XD) so, i'm jumping into this.
Doing Environment: "Painterly".
This is first, very rough block stage, i still have some work on this phase, before i start anything else....:
<img src="http://i.imgur.com/eNE1EMr.jpg" alt="" title="Image: http://i.imgur.com/eNE1EMr.jpg"><br><br>Good luck, all!
Cheers!
Nice @Jessewalsh would be curious to know how you have done the texturing !
For your more square/boxy areas, I'd be generous with the bevels, so there are no harsh edges. Not saying make it look like molded plastic, just give it some nice curve to catch a highlight. You've got it for the rear components, just need to bring some of that attention to the front.
@b0lly Really like the currently clean look of it. Looking forward to see it come alive with textures. And some nice tips from artstream.
I have currently not done a whole lot work on my mech door, though I'll post current wip anyway. I know there's a lot of things not lining up just now, but I am mostly trying to make sense of the functionality of some of the parts in the design. Some of it doesn't always make too much sense to me, and some do. So I'll probably take a couple of "creative" choices, while still staying as close as possible to the concept.
Yeah I probably should've been clearer, I've not gotten to the front part yet, its still in its block out phase!
thanks for the feedback
first of all let me share some things I found about the weapon.
- the big grey screw on the side of the weapon in fact is not a screw, it's a switch. It will make the weapon feel more real as a 5cm wide screw is kind of funny.
- Another artist already made this concept and has the model in a marmoset viewer, maybe it's useful for someone to rotate it around. Dylan Mellott's Exteel Flamethrower
@b0lly
Nice start!
I used same approach on the last monthly env challenge(sept/oct), be careful as it's really time consuming to modify any chamfer, I highly recommend you to avoid chamfering until the end of the modeling process, when you have already settle all the shapes, also think about using support loops just to make the topology cleaner and chamfering faster, later you can remove them and at the end you'll need to clean the mesh anyway to avoid artifacts.
another suggestion is to use "mesh decals" for everything that is not needed for the silhouette, as an example you have the small "screws" on the handle, they are flat with the surface and you can avoid lots of tris and make smaller details this way
you can find more info about this type of decals in this post
I'd love to see how it ends as I've only seen this technique in environments, Good Luck!!
It's ime for my update!
I've almost finished my highpoly, I just need to add the screws and some detail pieces.
As I said on my last post I've made the tank as a separate prop to make the reload as real as possible.
First time using opensubd, it's really nice to be able to change fast the sharpness of the edges.
I still need to polish some shapes but I'm quite happy with the result so far.
I have a question about the mech door. What is the joint or arm connected at the bottom called? I am trying to find some reference to study, but I can't find anything close to it. Trying variations of hinges, joints, mechanical arms and hydraulic arms, but finding nothing good.
Thanks!!! I'll try to push it as far as possible in 1month.
About the hinge, what I can see from here, it's a double hinge with a fancy shape, what I would do is to make it in a way that it can be folded twice and make it as flat as possible once its completely folded
I hope it helps
Good luck!!
So, with that, I'll do the 'painterly prop'. I'm challenging myself to speed and accuracy. Starting ...now.
Everything you see was made in 3ds max 2016, in fact the images are screenshots of the standard viewport.
@MaxHoek
Thank you for the feedback, it really helps. It's hard to match the sharpness of some edges, i'll do my best!
@Jesse Walsh
I love your piece, nice job!
Thanks!