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well, i am frustrated at the moment, i've imported it into the engine (which took a while) and found everything looks like shit...
i may just restart from the beginning but keep my main assests.
anyone have any suggestions what to avoid in the future (besides whats already been mentioned)?
to me, my main assets look fine seperatly, its somehow that when i bring them all together they look bad. any help?
[/ QUOTE ]It's probably because you need to make the objects believable, which was something Cholden was hinting at when he mentioned "shakey assed pillers" (or words to that effect!). One of the other things I find that helps me (at least) is modelling objects as units, so that 'dome' would have been modelled *as* a dome rather than supports with random block placed on it; in essence because it's a man made (assuming 'man' made) object it'll have purpose and design, it'll have been built with a function in mind so you have to show that to really be convincing.
Bleh not sure if that made any sense *rolleyes at self*
i've taken the advice of others and am going to take my time more instead of rushing myself (i seem to do that too much). i've decided to move the portals into a medieval keep. below is some work i've done on one of the halls. any crits/comments a very welcome.
Looking promising Jarrod, though you may want to turn down the relief on everything, it's in danger of looking like you've etched in the details on the walls, floors, etc in to a block of clay. Let the NMs compliment your geometry and not completely overthrow everything else
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You mentioned this going into a game engine? Which one are you using?
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i use the c4 engine, while their terrain is currently lacking (soon to be improved) everythign else is top notch. so is the price, if you buy right now you get the source code and life time updates.
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looks good jarrod, although those tables look quite flimsy and modern- I liked it better when I thought that was a coffin lid .
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perhaps i will make it a coffin, it might even save me some polys. have any reference pics of medieval coffins?
[ QUOTE ]
Looking promising Jarrod, though you may want to turn down the relief on everything, it's in danger of looking like you've etched in the details on the walls, floors, etc in to a block of clay. Let the NMs compliment your geometry and not completely overthrow everything else
[/ QUOTE ]
ok, so lower the extrusion for every normal map? or do you just have some ones in particular that are bothering you?
A little somethin' I've been working on as my brain cools down from the Dom War challenge:
It's for the game Freedom Force, which means the only maps it will have are a Diffuce, Glow, and Reflectivity map (which can be used to simulate a specular, butmore often usedto simulate shiny metals). The 'style' of the game is a bit more comic-booky than most, so the colors tend to be vibrant and shading often extreme.
An example of a similar mesh from the Character Viewer - in this case, War Within Optimus Prime:
Sorry for the vagueness, I was (and am) at work at the time of writing my last post
It's the wall and pillar textures that suffer from the clay effect, they look really soft and the relief seems too strong
With the wall texture, it may pay you to model the bricks to get the general height information and then use the normals generated from the photo for the micro relief- at the moment, it looks like the lighting of the photo is making the bricks lumpy whereever highlights in the photos are and recessing the shadow areas rather than forming proper volumes and relief.
I had to work on something similar for a personal project and found that modelling in the general volumes helped a lot in fixing this issue
I hope that clears things up a bit
[ QUOTE ]
[ QUOTE ]
You mentioned this going into a game engine? Which one are you using?
[/ QUOTE ]
i use the c4 engine, while their terrain is currently lacking (soon to be improved) everythign else is top notch. so is the price, if you buy right now you get the source code and life time updates.
[ QUOTE ]
looks good jarrod, although those tables look quite flimsy and modern- I liked it better when I thought that was a coffin lid .
[/ QUOTE ]
perhaps i will make it a coffin, it might even save me some polys. have any reference pics of medieval coffins?
[ QUOTE ]
Looking promising Jarrod, though you may want to turn down the relief on everything, it's in danger of looking like you've etched in the details on the walls, floors, etc in to a block of clay. Let the NMs compliment your geometry and not completely overthrow everything else
[/ QUOTE ]
ok, so lower the extrusion for every normal map? or do you just have some ones in particular that are bothering you?
Bobo! Love the fish monster! Looking great, and all the rest of you have given me some much needed kick up the ass with my 3D side of things. Im new here so thought I would show a work in progress of my latest 'ninja' character design im working on :
Thanks very much Japhir, I was finding it hard to start on a level design for my uni assignmnent and even though this isnt getting marked it kind of gives me the feel of the game from just thinking about the character. For example I wasent too sure if the game would be gundgy looking, clean etc but from this im pretty sertain it will work well grundgy, due to him being a ninja his suit should keep him fairly hidden in a mostly industrial techno japanese theme.
Bit of a strange starting point for a level design I know but It 'should' work well with my way of thinking. :P
He is actually mostly made up of advanced tech, being only his head is organic matter. I guess you can think of his as a kind of robocop of the ninja world. heh! His left arm is actually more crude then the right and will hold an assortment of ninja stars which shoot out through the gap where his two middle fingers are suppost to be...his he has only two fingers on that hand. Hmmm, I think im babbling so ill just let ya enjoy the design so far :P
I'm helping ghost_rider (re: cgtalk) with his entry by doing the stage that his character will be posed and rendered from. I've finally got to work with that mofo and I'm stoked, so I figured I'd show you guys where I am at so far.
The story: The character is a sniper and artillery mix team. So, with the idea of Shadows being 'infiltrators', the team has breached the security perimeter of <community name here>'s jungle compound by launching an artillery shell at its walls. Once in, Sniperella will be able to unleach Sniper-hell on the puny maggots that is <community name here>!
Yes, it's for the enemy - but he's the only one I really wanted to work with on this competition so I had to make a sacrifice! (Oh, and it's always fun to play the bad guy. Right?)
I still plan on doing a generic Polycount stage so that others can concentrate on their characters and not worry about the stage. Hopefully I'll have the time.
Click here for Josh's entry page.
The base male was made by Arsh.
Well, there's a bump AND normal map, because some of the detal on the bump, like the stuble, eyebrows, and the toque wasn't modeled in hi res version, they were just painted.
If you know a way to add the bump into the normal i'm all ears!
Replies
And Soul, it looks similar to the undead King from LOTR.
Still working on them but hey, thats the point of the thread innit :P
well, i am frustrated at the moment, i've imported it into the engine (which took a while) and found everything looks like shit...
i may just restart from the beginning but keep my main assests.
anyone have any suggestions what to avoid in the future (besides whats already been mentioned)?
to me, my main assets look fine seperatly, its somehow that when i bring them all together they look bad. any help?
[/ QUOTE ]It's probably because you need to make the objects believable, which was something Cholden was hinting at when he mentioned "shakey assed pillers" (or words to that effect!). One of the other things I find that helps me (at least) is modelling objects as units, so that 'dome' would have been modelled *as* a dome rather than supports with random block placed on it; in essence because it's a man made (assuming 'man' made) object it'll have purpose and design, it'll have been built with a function in mind so you have to show that to really be convincing.
Bleh not sure if that made any sense *rolleyes at self*
That looks VERY "Vampire: The Maskerade" (the first non fps part) like.
[/ QUOTE ]
Ah, thanks... I think
That was the idea
You mentioned this going into a game engine? Which one are you using?
[/ QUOTE ]
i use the c4 engine, while their terrain is currently lacking (soon to be improved) everythign else is top notch. so is the price, if you buy right now you get the source code and life time updates.
[ QUOTE ]
looks good jarrod, although those tables look quite flimsy and modern- I liked it better when I thought that was a coffin lid .
[/ QUOTE ]
perhaps i will make it a coffin, it might even save me some polys. have any reference pics of medieval coffins?
[ QUOTE ]
Looking promising Jarrod, though you may want to turn down the relief on everything, it's in danger of looking like you've etched in the details on the walls, floors, etc in to a block of clay. Let the NMs compliment your geometry and not completely overthrow everything else
[/ QUOTE ]
ok, so lower the extrusion for every normal map? or do you just have some ones in particular that are bothering you?
here is my acrual working on crap
you are awesome johny :thumbsup:
It's for the game Freedom Force, which means the only maps it will have are a Diffuce, Glow, and Reflectivity map (which can be used to simulate a specular, butmore often usedto simulate shiny metals). The 'style' of the game is a bit more comic-booky than most, so the colors tend to be vibrant and shading often extreme.
An example of a similar mesh from the Character Viewer - in this case, War Within Optimus Prime:
It's the wall and pillar textures that suffer from the clay effect, they look really soft and the relief seems too strong
With the wall texture, it may pay you to model the bricks to get the general height information and then use the normals generated from the photo for the micro relief- at the moment, it looks like the lighting of the photo is making the bricks lumpy whereever highlights in the photos are and recessing the shadow areas rather than forming proper volumes and relief.
I had to work on something similar for a personal project and found that modelling in the general volumes helped a lot in fixing this issue
I hope that clears things up a bit
[ QUOTE ]
[ QUOTE ]
You mentioned this going into a game engine? Which one are you using?
[/ QUOTE ]
i use the c4 engine, while their terrain is currently lacking (soon to be improved) everythign else is top notch. so is the price, if you buy right now you get the source code and life time updates.
[ QUOTE ]
looks good jarrod, although those tables look quite flimsy and modern- I liked it better when I thought that was a coffin lid .
[/ QUOTE ]
perhaps i will make it a coffin, it might even save me some polys. have any reference pics of medieval coffins?
[ QUOTE ]
Looking promising Jarrod, though you may want to turn down the relief on everything, it's in danger of looking like you've etched in the details on the walls, floors, etc in to a block of clay. Let the NMs compliment your geometry and not completely overthrow everything else
[/ QUOTE ]
ok, so lower the extrusion for every normal map? or do you just have some ones in particular that are bothering you?
[/ QUOTE ]
Johnny: Very funny!
Bit of a strange starting point for a level design I know but It 'should' work well with my way of thinking. :P
He is actually mostly made up of advanced tech, being only his head is organic matter. I guess you can think of his as a kind of robocop of the ninja world. heh! His left arm is actually more crude then the right and will hold an assortment of ninja stars which shoot out through the gap where his two middle fingers are suppost to be...his he has only two fingers on that hand. Hmmm, I think im babbling so ill just let ya enjoy the design so far :P
Hehe cool work Johny. Herbalist rocks :P
here is my acrual working on crap
[/ QUOTE ]
My only crit for this pic is that the doors are too thin. Other than that GJ, keep going.
Thanks Buddy its still wip and from photos is hard to guess sometimes.
Click the image for the unlame version
Still a lot left to do on this one but I'm happy with it thus far
lowpoly is around 500 tris (diffusemap is just plain orange colour)
The story: The character is a sniper and artillery mix team. So, with the idea of Shadows being 'infiltrators', the team has breached the security perimeter of <community name here>'s jungle compound by launching an artillery shell at its walls. Once in, Sniperella will be able to unleach Sniper-hell on the puny maggots that is <community name here>!
Yes, it's for the enemy - but he's the only one I really wanted to work with on this competition so I had to make a sacrifice! (Oh, and it's always fun to play the bad guy. Right?)
I still plan on doing a generic Polycount stage so that others can concentrate on their characters and not worry about the stage. Hopefully I'll have the time.
Click here for Josh's entry page.
The base male was made by Arsh.
cool looking scene adambrome
just started another hi poly building
EDIT : wires
And greetings from cgchat!
If you know a way to add the bump into the normal i'm all ears!
If you know a way to add the bump into the normal i'm all ears!
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http://developer.nvidia.com/object/photoshop_dds_plugins.html
p.s. ewjkbru is just my in-game name
Looks cool so far!
Low poly skeleton pirate Captain!