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My Progression thread

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hendrix polycounter lvl 11
Edited for change of concept

Hi all. 1985 is an FPS VR Project worked on by myself. The gam eplay is post nuclear war and set in London. Key features will be the story line and the detail which I am hoping to inject to give the Tactical Area of Operations, and Forward operating base a lived in feel. The Game will feature implementation of field manuals and aid memoir's from the period ensuring weapons are handled correctly, and will hopefully include a developed and thrilling story. 

Please note, my original concept for an RTS was un-achievable for someone on their own, hence I have changed the concept, but not the story. This should go somewhat to explain the low detail of the original posts. 

I hope this thread goes someway to show my own personal development and any questions or comments are welcomed. 

WEAPONS


L1A1 SLR - The Standard British Army Weapons


AKM - Mdoernised AK Rifle - Used by the insurgents (known as the Union)

L7 GPMG (Synthetic Version) - A Heavy Machine Gun used by the British Army

Federal Riot Gun - The game will have a strong emphasis on taking prisoners, this can fire CS gas and rubber bullets. 


PROPS

Not much in the way of props yet, just this 1980s style kettle, Im sure my mum had something similiar back then!

ORGANICS

British Rifleman - Early WIP - This will be his 'Barrack Dress' ie, what he wears within the Bunker. This is an early WIP and will need a lot of work. When the soldiers leave the bunker they will dress in NBC - nuclear Biological, Chemical 'Noddy suits' to protect themselves from Fallout. I did put out for this model to be created by someone via this site, but we were not happy with the result so created it myself. 

As I've said, I know these assets are not AA, they are WIP (The Soldier above is just a practice piece) But feedback is highly welcomed. 

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  • hendrix
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    hendrix polycounter lvl 11
    Well, I've been busy for the last few months developing my own skills. Im going well, ive got to grips more with Cinema 4d and Substance painter and have even got a Rifle in game, working with VR so you can cock it, change magazines, aim and fire. 

    The following are for a payphone. Anyone living in the UK should recognise these!


    I note there are a few gemoery (normal) issues, Ive been experimenting with my output from Cinema 4d. 


    And obviously something for the payphone to sit in! Again, though they stopped making these in the 1980s, they are still very common in the UK, particularly in London and small villages. 


    Next we have the S6 Respirator, im not entirely happy with the shape, and the stiching texture needs some work but this particular model is going to be a prop. 



    The following is my L1a1 Self Loading Rifle. 


    And finally, for now, the L7 GPMG - The standard Light Role Machine Gun of the British Army from the late 1950s to the present day. 




    Critisicm is more than welcome, if your interested in the project, then either DM me or catch me on discord: https://discord.gg/peDWHXR

    Thanks 
  • hendrix
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    hendrix polycounter lvl 11
    Fire and NBC Attack alarms for the bunker. 

  • hendrix
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    hendrix polycounter lvl 11
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Do you have a gameplay prototype?
  • Deforges
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    Deforges polycounter lvl 11
    Here a few questions that I think will let others discuss what you have posted so far:

    1) you mention it's designed to be sloppy looking, why? 

    2) you said this is for an rts but a lot of these models seem to be designed as props for an fps, you mentioned being able to handle a weapon in VR. Is this a hybrid rts-fps game?


  • hendrix
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    hendrix polycounter lvl 11
    Hi both, no prototype, however not one that is playable. I'm sorry, I need to edit the original text, the original concept is too dificult for me to manage on my own so I am now looking at an FPS, VR. I think a hybrid FPS/RTS would be an amazing concept, but not something I could do right now. 


  • hendrix
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    hendrix polycounter lvl 11


    A few more bits and pieces. Not entirely happy with the Geometry of the tape player. 
  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    I think you should have added a few extra edges to smooth out the roundess of the eyes of the gas mask. You've got a ton of edges that aren't doing much and could have gone to making the eyes smoother. It also looks like you've got weird geo around the numbers on the tape player, but that could be intentional, I dunno. Your guns look cool!
  • Jimmito
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    Jimmito polycounter lvl 5
    You are doing great work, Can't wait for the game release!
  • hendrix
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    hendrix polycounter lvl 11
    I think you should have added a few extra edges to smooth out the roundess of the eyes of the gas mask. You've got a ton of edges that aren't doing much and could have gone to making the eyes smoother. It also looks like you've got weird geo around the numbers on the tape player, but that could be intentional, I dunno. Your guns look cool!
    Thanks for the comments. Yeah the Respirators model is really old, Im considering you redoing the whole thing to be honest. As for the Tape recorder, do you mean the number display looking like a 9 sided tube? because thats the effect I was after - Im trying to envisage this as a cheap piece of kit that the average soldier in the mid 1980s could afford!

    Jimmito said:
    You are doing great work, Can't wait for the game release!

    Thank you very much for your comments!

  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    I've drawn blue lines on what I mean regarding the tape player. It looks like weird shading, maybe bad topology.


  • hendrix
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    hendrix polycounter lvl 11
    Ah yeah, bad topology, there another one on the front panel and on the Plastic front, I in all honesty did not notice that one before. Learning Curve though, I'll fix it and move on. Cheers!
  • hendrix
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    hendrix polycounter lvl 11
    Fiddling around with the topology, I think is better and am now pretty happy with it. This is all a learning curve so appreciate the eagle eyed people spotting things that overall I may miss. Cheers for the feedback. 


  • hendrix
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    hendrix polycounter lvl 11
    A Fire Extinguisher. The Forward Operating Bunker (FOB) by its very nature is an enclosed environment. Fire is a huge threat, not only during the initial Nuclear Exchange (INE) but also during every day life. Water is a possibility but you run the risk of damaging vital electronic systems, as well as the issue with large quantities of drainage. CO2 Offers issues in a confined space due to the suffocating effects it has, so that leads to Dry Powder. I'm not precious on the idea, and will also do a water version and potentially a fire hose as well. 

    I used reference photos from slightly older fire extinguishers, the 1960s and 1970s, all the way up to today and decided on the black plastic base that we all remember. I have also added a wall mounting hinge on the back of the model (as a separate element for ease of positioning). I noticed that models from the 1960s - 1990s seemed to have more of a pilling effect on the steel, unlike the massively smooth and reflective surface we are used to today and I have tried to reflect (excuse the pun) this in the model. I've also had to keep the Nozzle slightly lower resolution than I would of liked. I may go back and fix this in the future, depends how precious I get regarding it!




    You'll probably notice the emergence of a few companies coming out of the woodwork as I proceed (Wait until I do the Naafi Shop with all the products). These are all fictional and though their may be some slight resemblance to real company logos, this must be coincidental! At least thats the story I'm going with. 

    So far we have the following:

    ALARM - Fire Safety. A company which Deals with Fire alarms, fire extinguishers etc. Contracted by the MOD to supply Emergency and Fixed Shelters. 

    HADLEIGH - An electronics company that specialised in Consumer electrical goods. 

    TAYLOR-WEBB - A Company which specialises in Industrial Cooking appliances. 

    More will be visible in the coming months as I progress. As usual, feedback welcomed. 
  • hendrix
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    hendrix polycounter lvl 11
    boring but necessary, a Series of plug sockets and light switches. 


  • hendrix
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    hendrix polycounter lvl 11
    Things havent necessary been slower, but development has been non-productive in tangible results. Dont get me wrong, an awful lot has been done, its just not anything that I can directly showcase!

    This is a LUTY. It is a Sub machine gun, remarkable inaccurate and prone to jamming and unfortunately breech explosions. It is also made out of things found lying around your general workshop. Easy to manufacture and effective in its own way. 





    As I say, there isnt much more to show at the moment. We hope to have a working level, with 4 or 5 weapons in game in VR ready to go, with A Forward Operating Bunkers Armoury, and 25m Range useable - By Christmas this year. 

    I'm going to be looking for help with Character models, if anyone is interested in the project then please give me a shout. 

    Thats it for now, cheers!
  • Temppe
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    Temppe polycounter lvl 12
    I was thinking this as I read the thread, and now that you mention you're looking for help with characters I think this is even more important: it's not clear to me (and others, I suspect) what this project is supposed to be. All I know is that the type of game has changed from RTS to FPS (which seems to me to be a huge jump!). Anyway I think you'll get more interest if you take some time to write a long post that clarifies exactly what the goal is, how you're gonna get there and where in the process you are now etc. It would help immensly if you have concept images of what the end result is supposed to be.

    As for crits... the polygons are too dense on the roof of the pay phone booth.

    Does the kettle have a normal map? Doesn't look like it. There are hard edges going around it, looks like different smoothing groups.

    The last weapon is very low poly for an FPS - it looks like a Quake mod weapon.

    The television has a flat screen, but shouldn't it have a "fishbowl" curved screen? Also the normal map effect on the wood is very strong.

    As a general observation, the level of detail is not consistent between the props. The most glaring example would be the last weapon compared to the L7 GPMG. And considering the relative scale of the fire alarm and the television, there's too much detail on one or not enough on the other, if you get me.

    I should also say that I can see that a lot of work has gone into this, which is cool. Some of the props look very nice to me, like the payphone.
  • hendrix
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    hendrix polycounter lvl 11
    Hi Temppe,
    Thanks for the honest feedback it is appreciated. 

    I'll try to answer each point made!

    -You are totally right, it is not clear. I will edit the first post so it makes sense. In short, The project is going to be a Unreal based VR Game. Same concept as in, post apocalyptic set in/around a nuclear bunker. 

    -Phone box roof was the bane of my life, any advice on how to get that to look better would be greatly appreciated. 

    -Detailing is not consistent, if you notice the kettle, there is a version I did at first when our concept was an RTS, and one I did later. You are right though and consistency is very important.

    -Fishbowl for the TV screen, again, you are quite right. I will look to amend that. 

    -The LUTY weapon is designed to of been made from a few pieces of scaffolding pole and metal welded together. It is supposed to be like that as you can see: https://patriotswithguns.com/wp-content/uploads/2017/11/patriotswithguns.comwww.thefirearmblog.com568-e63335bcff2cf7bf314d6e515a0e92b869d40452-758x569.jpg

    I do really appreciate honest and well intention feedback and criticism. 

    Cheers





  • Temppe
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    Temppe polycounter lvl 12
    The phone box roof is a square cookie-cutter on a sphere, if I'm correct? I'd take a very large sphere positioned with it's center below the middle of the phone box, slice horizontally where it intersects the walls, then four vetical slices on each side. Planar map from the top, shell... boom.
  • hendrix
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    hendrix polycounter lvl 11
    Ah yeah thats totally worked, needs tidying up but your theory was spot on:



    Thanks again. 
  • hendrix
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    hendrix polycounter lvl 11
    I've decided to use this more as my own progression thread - more 1985 stuff to follow at a later date.
  • hendrix
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    hendrix polycounter lvl 11


    These are effectively sketches - the police stuff is for FiveM (GTAV) but the rest is farting around in cinema 4d and then substance painter. 

    Feedback welcome. 
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