Hello Polycount! Recently I've published my weapon design on Artstation and I'm here to ask for some comments and critique that would help me move design skill further. So I'm here to ask what do you guys think about it, what is cool, what is bad, what could be better, maybe some knowledge how to boost design skills besides practicing.
love these, big fan of the functional aesthetics. All the detailing feels balanced and purposeful. More pronounced rim lighting could benefit your presentation though
@Polygoblin Thank you very much! I will play around with lights on the next render. I rarely move them and play with their intensity once its set on final renders.
@xvisurprise Thanks man! Yeah, thought about it but when I tried to render transparencies in modo my noob rendering skills said "DONT!"
Something new from today's morning - created roughly to try out awesome MOP booleans . 1,5h session. I didn't have the clear idea about this one and also didn't have much time to rethink all of the shapes and details so there it is - shit design MOP is awesome, but I relied too much on it. Stil good session, now i know more how and when to use it. Aaand I need my own custom base of details because editing current presents so they can be used with 'tack tool' is annoying and slow.
@xvisurprise Thanks man! Yeah, thought about it but when I tried to render transparencies in modo my noob rendering skills said "DONT!"
Something new from today's morning - created roughly to try out awesome MOP booleans . 1,5h session. I didn't have the clear idea about this one and also didn't have much time to rethink all of the shapes and details so there it is - shit design MOP is awesome, but I relied too much on it. Stil good session, now i know more how and when to use it. Aaand I need my own custom base of details because editing current presents so they can be used with 'tack tool' is annoying and slow.
Cool to see MOP Booleans used on this. Love all the tertiary details!
Hey hey, maybe it's not related to design itself but related to one of the weapons. I tried to push/practice the workflow further by baking down the normals/albedo/ao to my lowpoly mesh. ~30k tris, 1x4k set. Some more shots on my artstation https://www.artstation.com/artwork/vdLxD
after some break for zbrush learning, I'm back to do more stupid designs
Here's some 1h warm up to remind shortcuts and prepare for more stuff. definitely, I need to create hotkeys for mop booleans (especially for selecting base mesh), create some presets for mesh details and maybe base shaders so in future I do not have to go back and open old projects to steal shaders :v
If You guys read this, do You think it is ok to place 1-2hour designs like that in portfolio?
Heres WIP of something - more clean/concept-like concept gun, maybe railgun Far from being finished, still some bevels todo but I will rejoice if someone will critique this : D
Something done maybe will add some dacals/stickers, at least will try to learn how to do it in )modo Lots of booleans here, MOP booleans were very handy! As always - good to see some critique! Edit: forget to mention - the sight was heavily inspired by RYZIN Studio
@Gazu Yeah, I haven't uploaded it to artstation yet, want to try some things. As I said, sight for this gun was heavily inspired by Ryzin so I wanted to give them a credit I will upload some update and close-shots later
I was the lucky guy who worked on the original infinite warfare phasetracker sight, thanks to alan and the ryzin team who gave me the opportunity to work on that cool looking sight
@Gazu oh man, awesome job then! Its just great visual reference for freestyle modeling - I had it open on the second screen and it gave me tons of ideas hope You like it what came out of this
Replies
As always c&c are welcome
https://www.artstation.com/artwork/JVnyA
^^
Thanks guys!
@Stinkfoot
hahah yeah I would like to see what happens with enemy after shot like this
I think some interesting liquid stuff in the glowing capsule would be neat.
Something new from today's morning - created roughly to try out awesome MOP booleans . 1,5h session. I didn't have the clear idea about this one and also didn't have much time to rethink all of the shapes and details so there it is - shit design MOP is awesome, but I relied too much on it. Stil good session, now i know more how and when to use it. Aaand I need my own custom base of details because editing current presents so they can be used with 'tack tool' is annoying and slow.
Dave
https://www.artstation.com/artwork/vdLxD
C&c always needed and welcomed
model
https://www.artstation.com/artwork/3nlYA
Here's some 1h warm up to remind shortcuts and prepare for more stuff. definitely, I need to create hotkeys for mop booleans (especially for selecting base mesh), create some presets for mesh details and maybe base shaders so in future I do not have to go back and open old projects to steal shaders :v
If You guys read this, do You think it is ok to place 1-2hour designs like that in portfolio?
And here's my zbrush project that' i've been working on lately. Less stupid desing, cuz concept wasnt mine :v
more: https://www.artstation.com/artwork/3z3kY
wip: http://polycount.com/discussion/192296/wip-samurai-matchlock-gun/p1?new=1
Edit: forget to mention - the sight was heavily inspired by RYZIN Studio
@CybranM Thank You very much!
Im interested how yours will turn out.
https://www.artstation.com/artwork/ZYaK8
@Gazu oh man, awesome job then! Its just great visual reference for freestyle modeling - I had it open on the second screen and it gave me tons of ideas hope You like it what came out of this