Messing aroung with the blockout of the scene and camera setup inside 3ds Max. I aim to do a pretty narrow environment, to transmit a claustrophobic and (kinda) disorganized feel to the scene
Almost all the major objects are in place. I plan to fill the gaps and some empty spaces as i keep refining the blockout. Windows and some other objects are still missing, because i was eager to post something to my beloved thread
Here is an update on the table of the scene, captured in 3ds Max. This will be where the mad bomber will work, will be full of utensils used into making all sorts of bombs and IED's. I'll definitely do a sculpt pass in Zbrush, to define the wood better since this will be basically the "heart" of the scene
Small updates to the blockout. Added a CCTV monitor (i plan to make a shader in UE4 for the screen, which is monitoring the outside of the basement), an apothecary cabinet (will be used as a small parts organizers, with electronic parts), a small cabinet on the left used for storing keys and watnot and two windows. One of the windows is poorly blocked by wooden boards, allowing the moonlight to penetrate through the spaces left opened.
Soo clean models, I love it! Your bakes are also super nice. Are you using modifiers in 3ds max to do hp / low poly, or do you retopo completely every time?
I'm most comfortable with subd modeling (turbosmooth), but sometimes i go in Zbrush to do some booleans. For the low poly i mostly re-use the high by removing the supporting edges from it and optimizing from there. So i make the high poly having the low in mind, making chamfers etc that, by supporting the silhouette, will help me on the low poly stage
LOL! Not at you work...which is REALLY nice! I was LOL'ing as I read the title and immediately thought of, well, "The Tic" villain who...here: https://www.youtube.com/watch?v=KkzptjhCkbs
@Taylor Brown thanks man, there's a lot more to be done Thanks @wojtekfedunik! @pming i never saw that character from The Tick, thanks for sharing that! i'll try and add some reference to it in the scene haha
Here are the low poly of the 115 mm shells. They're grouped into 2 texture sheets:
Precision scale bake. Was pretty challenging to get it right with so little geo. There is one area that i'm not happy with but i have to move on (perfectionism is not great at all times).
Finished the low and bakes of this one. I might go back and add a few more loops in a particular area, where the engine stays. Most of the wires i used 5 sided cylinders:
Baked the barrels. I used 32 sides cylinders to get crisp normals at all angles:
I managed to get a nice fused effect without having to merge the meshes and connect the vertices:
This is the low on top of the high poly. I just made sure that they share the same name (so that the baker knows it) and that the edges align correctly in the fused areas:
Replies
Let me know what you think!
This is another version of the Bouncing Betty, called SMi-35 ub ("35" stands for the year it was first produced, 1935)
C&C welcome!
Update with some final renders:
I have more images on my Artstation
Thanks!
Nice work @Macebo! Looking for more
Finished two more power supplies for the scene. Pretty simple and relaxing modeling.
baked the Patrolman radio, the antenna will be optimized further
Almost all the major objects are in place. I plan to fill the gaps and some empty spaces as i keep refining the blockout. Windows and some other objects are still missing, because i was eager to post something to my beloved thread
I plan to add a toilet near that pillar in the center of the scene. Yes! Basement toilets really existed in some areas of Pittsburgh.
I'm open to feedback, questions anything really, like always. Thanks for dropping by!
Here is an update on the table of the scene, captured in 3ds Max. This will be where the mad bomber will work, will be full of utensils used into making all sorts of bombs and IED's. I'll definitely do a sculpt pass in Zbrush, to define the wood better since this will be basically the "heart" of the scene
Thank you for visiting
Small updates to the blockout. Added a CCTV monitor (i plan to make a shader in UE4 for the screen, which is monitoring the outside of the basement), an apothecary cabinet (will be used as a small parts organizers, with electronic parts), a small cabinet on the left used for storing keys and watnot and two windows. One of the windows is poorly blocked by wooden boards, allowing the moonlight to penetrate through the spaces left opened.
Here is some wip.
Small sink and mirror (will add toothbrush and paste):
M18 claymore detonator (still missing a part):
Started adding tape to the claymore to hold some parts together (I'm still concepting the placement of some things in this one):
Chair (lol)
Thanks for visiting!
Here is the tv baked to a low poly
Finished a rolling steel cabinet HP. This will be near the main table for ease of access to tools and small parts:
Baked the locker. Just to show how much mirroring is going on in order to maximize the resolution of the textures:
Added two floor jacks for supporting some of the structure of the basement:
Fan WIP
Are you using modifiers in 3ds max to do hp / low poly, or do you retopo completely every time?
I'm most comfortable with subd modeling (turbosmooth), but sometimes i go in Zbrush to do some booleans.
For the low poly i mostly re-use the high by removing the supporting edges from it and optimizing from there. So i make the high poly having the low in mind, making chamfers etc that, by supporting the silhouette, will help me on the low poly stage
Did i answer your question? Let me know.
Here are some barrels HP that i've finished:
Thanks
Thanks for visiting
Waiting for more love it.
LOL! Not at you work...which is REALLY nice! I was LOL'ing as I read the title and immediately thought of, well, "The Tic" villain who...here: https://www.youtube.com/watch?v=KkzptjhCkbs
Thanks @wojtekfedunik!
@pming i never saw that character from The Tick, thanks for sharing that! i'll try and add some reference to it in the scene haha
Here are the low poly of the 115 mm shells. They're grouped into 2 texture sheets:
Precision scale bake. Was pretty challenging to get it right with so little geo. There is one area that i'm not happy with but i have to move on (perfectionism is not great at all times).
Finished the back part of the fan. Ready for the low poly stage (will probably do tomorrow):
:
Sure, here you go @zachagreg:
Finished the low and bakes of this one. I might go back and add a few more loops in a particular area, where the engine stays. Most of the wires i used 5 sided cylinders:
Baked the barrels. I used 32 sides cylinders to get crisp normals at all angles:
I managed to get a nice fused effect without having to merge the meshes and connect the vertices:
This is the low on top of the high poly. I just made sure that they share the same name (so that the baker knows it) and that the edges align correctly in the fused areas: