Home Contests & Challenges Archives

polycount - Generals - spacemonkey>>>

13

Replies

  • TheMagnetic
    Offline / Send Message
    TheMagnetic polycounter lvl 17
    my goodness. this is absolutely gordeous...
  • SkullboX
    Offline / Send Message
    SkullboX polycounter lvl 18
    Totally, totally awesome spacemonkey.
  • Crylar
    Offline / Send Message
    Crylar polycounter lvl 18
    I love Machine flesh, and oh GOD Them guns is the sweetest pecis that have ever tributed to this wonderful theme.
  • spacemonkey
    Offline / Send Message
    spacemonkey polycounter lvl 18
    normtest.jpg

    MoP- ta, never realised that the faceted mesh would run slower!

    Cubik, ya I spoke to a colleague about this stuff.. but I dont know how useful it would be to get the stuff in zee anyway. There is a much functionality I havent explored with zee yet but I hope to find time!! thanks

    Mon, master blaster for comic relief!

    Makkon ,joolz8000,InfectedLetters,solar,doc_rob ,kite,diZzyWalnut,TheMagnetic and Crylar - thanks smile.gif

    Skullbox ! thanks man, now go make some cool shit its been too long since you showed up with a new model


    I am sooper slow, and have only just got the normal map done, almost.. kinda. It will be very tight for me to get the textures done in the remaining time..but i'll try
  • MoP
    Offline / Send Message
    MoP polycounter lvl 18
    That looks stunning. Come on man, you've got this far, you have to finish! smile.gif
  • Neo_God
    Offline / Send Message
    Neo_God polycounter lvl 18
    God...that is so amazing...
    Even if you don't finish it for the contest (which I hope you do) I would like to see it finished eventually. Because this something you just have to finish regardless.
  • aesir
    Offline / Send Message
    aesir polycounter lvl 18
    you've gotta show us the wires and the UV map on that thing. Must have gotten really tight with all the stuff in that model.

    (looks awesome)
  • fogmann
    Offline / Send Message
    fogmann polycounter lvl 17
    Awesome! That normal map is so captivating, hard to believe all the details came out so nice and crisp. Come on, now finish off this beast(s)!
  • rawkstar
    Offline / Send Message
    rawkstar polycounter lvl 19
    looking good dude.
  • rooster
    Offline / Send Message
    rooster mod
    holy crud, please give us a look at the low wires! crazy good
  • katzeimsack
    Offline / Send Message
    katzeimsack polycounter lvl 19
    [ QUOTE ]

    I am sooper slow, and have only just got the normal map done, almost.. kinda. It will be very tight for me to get the textures done in the remaining time..but i'll try

    [/ QUOTE ]
    Just bake some gi and most of the work is done ;D
  • solar
    Offline / Send Message
    solar polycounter lvl 18
    Awesome...the details translated very nicely indeed. And you better finish the polycounters are dropping like flies.
  • gauss
    Offline / Send Message
    gauss polycounter lvl 18
    they're right, you've got all the hard stuff done, let's see those "other maps" done and this baby is ready to party! its looking great, won't take much more now to finish it up in grand style. nice work spacemonkey.
  • spacemonkey
    Offline / Send Message
    spacemonkey polycounter lvl 18
    p3.jpg

    p2.jpg

    p1.jpg

    I got sick frown.gif so I didnt get as much done as I wanted... thought I'd post my progress now so theres still a chance I can listen to the feedback and improve things. Some chunks of the texture are still black and the spec/gloss are haX's.
  • Ninjas
    Offline / Send Message
    Ninjas polycounter lvl 18
    Now that it has the maps on it the black background is making it very hard to read. What I do see looks tight, and I have to say I have been anticipating this update! I really love this entry... soooo awesome.
  • - FredH -
    Offline / Send Message
    - FredH - polycounter lvl 18
    woh, that's really awesome man! I agree with the above. Because of the black background, it's hard to read. But, it I had one comment it would be that it's hard to see what is happening in the head area. Since the head area has exactly the same textures as the rest of the body, it is loosing the attention that it should be getting more of. Perhaps try to give it a unique color or something to make it stand out more. Otherwise, great work!

    _FreD_
  • Lee3dee
    Offline / Send Message
    Lee3dee polycounter lvl 18
    texturing looks fantastic, really hard to see your fine details on a black background frown.gif
  • Valandar
    Offline / Send Message
    Valandar polycounter lvl 18
    I DO like the fact that the little guy on his shoulder is a different shade from the big guy - it makes him stand out more. And the skull mask he's wearing (or is it his skull?) really draws the eye.
  • vahl
    Offline / Send Message
    vahl polycounter lvl 18
    I do agree with ninjas tho on "readability" of the model, also it seems your normals aren't poping out as much as I though.

    did you try rendering it with JIStyles 's realtime shader ?
  • JordanW
    Offline / Send Message
    JordanW polycounter lvl 19
    I would recommend re-evaluating your pallete, I think changing the colors on a broad scale could really help this. Your skin tones are all very simmilar between the different guys, and even your metals are very simmilar to the skin tones. Also right now the main guy feels like he's made out of concrete. This model is rockin' now make the texture compliment it! smile.gif
  • spacemonkey
    Offline / Send Message
    spacemonkey polycounter lvl 18
    vahl, yes the normal map isn't working as well as I would have liked.. were can I get a copy of jistyles realtime shader from?? wink.gif

    Apt Pupil/Fred - yeah the head bugs me.. I will have to see if I can draw focus to it.. I have been in two minds about it because its probally one of the area's I am least happy with :/

    Ninjas ,Lee3dee ,Valandar thanks guys. I will change the background value tonight!
  • rawkstar
    Offline / Send Message
    rawkstar polycounter lvl 19
    couple of things:

    your diffuse texture is a bit too dark, one thing i noticed is its good to usually keep the diffuse fairly light so you can clearly see all of the detail coming from the normal map. The black background is kind of killing alot of the detail since instead of rounding off the model just fades off to black. another thing you may want to do is play around more with spec maps and try and make some of the details really pop. the flesh on the gun creatures is brown... maybe make it a slightly different color, closer to the body maybe a bit darker but def less saturated. add glowys, little glowy lights with a self illumination texture, they will definitely break things up because the texture is very monotonous right now.
  • vahl
    Offline / Send Message
    vahl polycounter lvl 18
  • rooster
    Offline / Send Message
    rooster mod
    so cool it hurts!
  • InfectedLetters
    Offline / Send Message
    InfectedLetters polycounter lvl 17
    reminds me of doom lol
  • spacemonkey
    Offline / Send Message
    spacemonkey polycounter lvl 18
    tinman, I missed ypur post first time round ! :O I wasnt enjoying the texture that much.. too rushed.. no planning .. more excuses.. blah
    So yeah I have been pushing him in a different direction, trying to stop distracting with unimportant detail filler.. and unify, harmonize a bit more.

    mr_Rockstar, yeah my diffuse was, I havent enjoyed working in max for texture work at all. I want to add glowies, everyone loves emissive ;P

    Vahl thanks, Cant seem to get the hang of it atm, I think I have been spoilt at work :O

    Rooster thanks

    InfectedLettice, good smile.gif



    so ya.. just diffuse and normal with some ambient, it feels washed out but the spec should bring it to life again. feedback on the colours would be cool but I am much more settled on these.

    col3.jpg

    col2.jpg
  • aesir
    Offline / Send Message
    aesir polycounter lvl 18
    the whole thing is looking VERY desaturated right now. Pump up the saturation here and there.
  • Daz
    Offline / Send Message
    Daz polycounter lvl 18
    Yeah I agree. Definitely needs a saturation boost. Kickass tho.
  • SkullboX
    Offline / Send Message
    SkullboX polycounter lvl 18
    Very sweet job on the texture so far.

    The only thing I don't like is the blood in the center of his stomach, it cuts the model in half, not to mention at the same level those guns are, which kind of messes with the composition.

    The model and design are great, at the moment that kind of feels like an overdone detail that doesn't help your previous efforts at all. Less is more, I guess, so give it a quick try if you have enough time. Good luck finishing it up, it's an extremely impressive entry!

    Edit: Here's a quick paintover, I think the design and model come out much better. It may need some more colour elsewhere instead now, though:

    spacemonkeycrit.jpg
  • Joao Sapiro
    Offline / Send Message
    Joao Sapiro sublime tool
    i would add some redish/pinkish(dark) around the area where machinery inserts into his flesh, that way would give a more dramatic fleshing pain to the general.

    give him a ematy look on the red areas ( blood ?) with the spec laugh.gif
  • Ninjas
    Offline / Send Message
    Ninjas polycounter lvl 18
    Looking good. I like the color choice on the arm critters, although having them the same color as the body would work too. I see making their skin a different color emphasises that they are different critters, which is fine, but I think unneeded due to the clearity of the modeling. I agree with the red on the stomach. That red really draws my eye. I like how the fetus was red with the high contrast face. Really made him stand out.

    The metal looks awesome, and to be honest, I am pretty envious of how the metalic details look.

    I wonder how he would look with pale blue skin, shot with veins. Looking awesome!
  • firestarter
    Offline / Send Message
    firestarter polycounter lvl 19
    smile.gif Very nice mate, looks to me how Quake4 characters should have been.
  • rv_el
    Offline / Send Message
    rv_el polycounter lvl 18
    [ QUOTE ]
    here you are smile.gif
    http://boards.polycount.net/showflat.php?Cat=0&Number=61916&page=&fpart=1&vc=1

    I tested it yesterday ( in max) really working well

    [/ QUOTE ]

    Are we allowed to use this level of shading for the competition? I assumed not.

    If so i better jump into the world of translucency/subdermal shading! My basic normal/diffuse/spec/bump + couple max lights setups come out looking kind of dead - i could use something to bring it to life.


    Space: I really like the new texture, its looking much better. The thing i liked about the original one though was the star and 3 bars on the legs. Gives it a good 'general' feel too.
  • spacemonkey
    Offline / Send Message
    spacemonkey polycounter lvl 18
    latest.jpg

    aesir and Daz! yup agree'd - I saturated him up

    SkullboX thanks! paint overs are always apprecaited - although I havent done exactly what you have suggested I have - but I may simplify the area more - and I definately need to work into that area more.

    Johny, been adding some soreness' to the texture - havent done any blood =spec yet.. I'll see it already has so much going on.. wink.gif

    Ninjas - ta, I have swtiched back to a previous setup for the general wink.gif he is still a uncertain - as I want to experiement more with him.

    firestarter , hey thanks ! thats a big complement

    rv_el, yeah I hope to add that back in - but I need to get the texture feelin' right first. I would assume you can use any simulated subsurface mask setup.. it is a part of modern engines as other people have mentioned smile.gif but I havent gotten around to using it yet.. probally be a hack at the end!

    I'll finish the spec and diffuse tomorrow, hope to get him rigged on saturday ;O I have a crazy idea on what to do for the base.. I'll see if I get time..
    and just maybe I'll get round to adding that green smilie somewhere! :P

    Oh yeah this is a screen grab from max.. havent got to the render setup yet ooo.gif
  • Joao Sapiro
    Offline / Send Message
    Joao Sapiro sublime tool
    hm..i dont know about the yellow, theres too much colors on him , still i cant point whats bothering me on that...yep, its really the yellows, put some other color, as it breaks the mood of the character.

    keep at it !!! and go ! goes !
  • MoP
    Offline / Send Message
    MoP polycounter lvl 18
    yeah i'm not a fan of the yellow either, but the rest looks great to me! smile.gif
  • rooster
    Offline / Send Message
    rooster mod
    I think you should unify the colour of the metal bits (maybe a mid-low saturation olive green) then bring them back a bit towards the first colour wip you showed- I reckon the flesh bits have really improved, but I liked the dark tech bits with sparse sharp highlights. I think combining them might be a nice contrast

    edit: heres a paintover of how I'd like to see it, the metals desaturated and high contrast, the flesh saturated and low contrast. see what you think anyway:
    http://www.rooster13.plus.com/paintover.jpg
  • MoP
    Offline / Send Message
    MoP polycounter lvl 18
    Not sure about making those little aliens that bright green, but i agree about the saturation on the flesh and the metal colour there in Rooster's paintover. Makes it stand out more and seem more unified.
  • rooster
    Offline / Send Message
    rooster mod
    well, I wasnt really suggesting making them bright green tongue.gif. just a quick hash to illustrate the idea smile.gif
  • vahl
    Offline / Send Message
    vahl polycounter lvl 18
    not too fan of the yellow either...maybe try something that won't focus the attention that much, like dark grey/blue/whatever would be sad to detract it from the flesh parts, which, IMO are the most important and interesting parts of the model (body, guns and pilot).

    I'd also make the body a little more red, as rooster suggested, though not THAT much, but still...the JIStyle shader could help there.
  • cep
    Offline / Send Message
    cep polycounter lvl 18
    I agree with rooster, really helps each element stand out. Although the normal will dull down those colors, but as vahl suggested... "the JIStyle shader could help there."
  • headengine
    Offline / Send Message
    headengine polycounter lvl 18
    I love it, majorly majorly nice.

    Great concept and fantastic execution too.
  • chico
    Offline / Send Message
    chico polycounter lvl 17
    it is really amazing looking spacemonkey - i especially dig the skin. It looks better than the d3 models.

    chico
  • spacemonkey
    Offline / Send Message
    spacemonkey polycounter lvl 18
    hey guys thanks for all the feedback, I read it through it all several times and took the crits on board. All the advice was useful to steer me in the right direction wink.gif

    I still havent finished my textures yet... so they arent anywere near the standard I would like.. frown.gif but I dont have enough free time so they will have to do.

    testfinal.jpg

    so this is roughly what I see going on in the my beauty render.. the base is crap atm so I will fix that tonight! :O smile.gif

    Enjoy! Thanks for the support
  • ElysiumGX
    Offline / Send Message
    ElysiumGX polycounter lvl 20
    whoa! poly144.gif

    soooo awesome!
  • MoP
    Offline / Send Message
    MoP polycounter lvl 18
    quite literally, hot stuff
  • cholden
    Offline / Send Message
    cholden polycounter lvl 18
    Nice! Reminds me of the Doom II box art. The crotch and belly look weird though.
  • gauss
    Offline / Send Message
    gauss polycounter lvl 18
    yo mama's crotch and belly look weird. OH SNAP!

    i think the character is really looking top, spacemonkey, it's been awesome to watch such great progress--now what looks like its got a case of the wonkies is that base of his. if it were just a clean circular base it'd look fine but it's really wobbling oddly. otherwise that's an extremely fitting presentation for this beastie! smile.gif
  • JKMakowka
    Offline / Send Message
    JKMakowka polycounter lvl 18
    Maybe raise its left arm to fire into the sky?
  • spacemonkey
    Offline / Send Message
    spacemonkey polycounter lvl 18
    winningrender-layout2.jpg

    guess I have some cropping to do :/

    Thanks guys! RepresenT!!!

    Yah, the scene is a nod to broms Doom2 cover! I will redo the base.. fix the crotch brush my teeth!
    Jk if I moved his arm up then he'd be firing into the air right? :P at least this way I can pretend he is blasting at the last of humanity
13
Sign In or Register to comment.