Well my Attack at Mosul project thread is so big I figured I would start another one to show the individual props from that project and other projects I am working on.
Comments and crits are always appreciated and encouraged.
you got some pretty nasty stretching on that brickruin segment. otherwise it looks pretty cool. i think your diffusemaps could use some more love in terms of subtle ambient occlusion painted in.
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yeah the viewport grab looks much better.
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i think its just your light settings and background color. i mean the white is just blinding.
as for your props, they're all cool except for the brick, no offense but its texturing needs a lot of work. good work though.
You um.. you just inverted it, Archanex?
I quite like the look of the black sky versus white buildings. I think the typeface is pretty horrible, though.
Overused, mostly, allthough i also think it clashes with how the rest of the card looks.
If you want i can do some (free) suggestions for typefaces/fonts.
It's certainly eyecatching though, in all it's contrastyness. Have you considered printing one or two words in another colour? I was thinking a poisonous green, but then again that's just what i end up choosing most often, so it's probably just me.
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You um.. you just inverted it, Archanex?
I quite like the look of the black sky versus white buildings. I think the typeface is pretty horrible, though.
Overused, mostly, allthough i also think it clashes with how the rest of the card looks.
If you want i can do some (free) suggestions for typefaces/fonts.
It's certainly eyecatching though, in all it's contrastyness. Have you considered printing one or two words in another colour? I was thinking a poisonous green, but then again that's just what i end up choosing most often, so it's probably just me.
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Yeah man feel free with the suggestions. Thats why I'm here. I want to have something thats eye catching when done. So suggest away my friend. I won't be offended...
MightyPea - No I moved the buildings down a bit as well, in the original they feel a little bit crowded against the top of the card, I also prefer the white text because I think it stands out better.
Black sky with white buildings is the go... It won't draw too much attention away from your name and details on the card.
The gradient doesn't look quite as good on the black sky, maybe if you dulled it down the smallest amount so it was ever so subtle.
I think the text is quite readable with the typeface you've selected, but try out something more cleaner just to be on the safe side.
You should lower the buildings to the same height as you had in the second image (white sky/black buildings). It will look like you've used the space on the card more efficiently.
Hey, your props are good but to be honest at first glance I can only tell what 3 of them are. I'd also concentrate on creating an entire environment since thats what you're calling yourself rather than some random props. One thing you should try is researching a specific location on earth (assuming you'd like to stick with photo-real prop creation) and do an entire scene for that locale. It'll help show potential employers that you've got an understanding over an environments and aren't just someone who can push a few verts and copy/paste in Photoshop.
Also, the picture used for your business card - is that an environment you've made or something from a photograph?
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Hey, your props are good but to be honest at first glance I can only tell what 3 of them are. I'd also concentrate on creating an entire environment since thats what you're calling yourself rather than some random props. One thing you should try is researching a specific location on earth (assuming you'd like to stick with photo-real prop creation) and do an entire scene for that locale. It'll help show potential employers that you've got an understanding over an environments and aren't just someone who can push a few verts and copy/paste in Photoshop.
Also, the picture used for your business card - is that an environment you've made or something from a photograph?
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Check out my ATTACK AT MOSUL thread on here. They are all props from that. Which is an entire environment. The business card is a render from that scene.
I am posting this in here even though it's part of Attack at Mosul because this is my thread for props so here is the latest one I am building for my environment and just to learn new things.
The mesh for the Umbrella is a total waste of polys but I wasn't looking for a set count. Just wanted it to look decent.
So here it is an Iraqi Street Vendors Cart.
I've still got a lot of work on the textures but it's coming along I think
the weathering on these look good but alot of them lack edge work. Att the moment i see too much straigh perfect lines. And the lack of edgework can give your model a lack of definition.
i did a quick paintover to show you
Dont go overboard but edge highlights can help give your textures a little more form and makes it easier to see what your shape is,for example on youe kalkalash stand,add darker chips of paint around the edges of the lids,corvers and such will help your shapes stand out more as well as break up the perfect lines from geometry,same for the stone pillars,a little edge work would make those shapes come out a little better.
also add a little wear to those stickers,they look like perfect squares,dull the edges on them and maybe break a few up like pieces of the sticker have torn off overtime.
HAha that is a well done street vendors cart, but the only GLARING problem with it is that the Coca-Cola sign is in Hebrew, you want to find one in arabic. http://images.google.com/images?q=coca%20cola%20arabic
If some heebjew was pushing that cart around selling icecream in Mosul, I'm sure he would face the wrath of some angry children with stones.
nice work though
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HAha that is a well done street vendors cart, but the only GLARING problem with it is that the Coca-Cola sign is in Hebrew, you want to find one in arabic. http://images.google.com/images?q=coca%20cola%20arabic
If some heebjew was pushing that cart around selling icecream in Mosul, I'm sure he would face the wrath of some angry children with stones.
nice work though
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Oh my... Yeah the Hebrew writing would bring on some stones or an RPG from some angry citizen. I'll be changing that today.
Also going to work on the edges to break them up and wear the stickers down a bit to fit the whole look of the cart.
Ok took some of the advice and feedback you guys left and from other guys over AIM and MSN and tweaked it a bit. Still have a lot of work to do for subtle detail stuff and the wheels need some love but wanted to show some progress.
-I also removed the Hebrew Coke label and am trying to find a decent Arabic version so until then it's blank.
Yeah doing the edges made it much nicer to look at.
Still have a bit more to do. Took some time off in the past few days to spend with my family and get some last minute Christmas shopping done. Now thats done and out of the way I can finish this piece up and move on to the next.
So I was tinkering with a damaged version as well and still have to work on the textures and finish the areas that aren't painted like the backside of the tires.
Ok well its now 4:00am and I am exhausted. So heres what I got done on the phone booth so far. Should finish up the geometry and unwrap tomorrow and start the texture.
That vending cart looks sweet! any chance on seeing texture flats on it? and good start on the phone booth. It would also be cool to see some wires on both of them. Mostly just for my benefit...Keep it up!
The textures are all 1024x1024. I tried 512s for the diffuse but it washed out a lot of the detail. I could probably get away with a 512 on the normal and opacity / alpha but it doesn't need to be optimized for any specific purpose.
Ok here is the final layout of this. Did some more tweaks and touchups.
I am also in the process of working on my new site to get it done. So with that I am working on a lot of models / textures to get them to a more presentable level.
I will let you all know when it is up and running.
for example, the wheel doesn't need to be detailed like that, the normal map should bring out enough detail.
Try making the wheel flat and save yourself a ton of polygons. Also, the hookup could do with losing so much detail.
2688 is a lot of polygons for an item that won't really get much attention in game.
Hawken: Yeah I can probably optimize this thing quite a bit more in the tires area. I'll have to poke around with it and see what I come up with.
Tumerboy: Thanks man. I am in the process of getting my page hosted and it should be up by now but they haven't given me the confirmation yet. My old site www.artbyjesse.com was hosted by yahoo and that was a nightmare. So once it is up the new address will be www.artbyjessemoody.com It is a little long but once i finally get artbyjesse unlocked from the domain registration company based in Australia I will have both.
Hey when it comes to floating geometry for normal maps whats the best way you guys can suggest? I have to keep it as close to the surface as possible right?
Like the indents on my phone booth I can really cut polys by floating details, etc...
Remember that a lot of detail doesn't need to be there, at all. It can be done via local maps. Your phone booth for example, I find it highly odd that you insist on modelling the numbers, the coin slot, the return coin lever and indents, yet you clearly have some harsh curves on the actual model itself...? Looking at the entire from of that phone booth, you could just use a box and have the local maps take care of the detail. In all honesty, with a prop that small, the only detail on the front there you may notice is the coin lever, but even that isn't 100% needed to be geometry. The point of local mapping on low to medium poly models is that it serves as a compliment to the model, to exaggerate detail with combination of lighting and shadowing. In other words, model your model and add detail that is really needed to improve the flow of the silhouette, and then stop. Nothing else is really needed (unless it really helps to look better, but even then stay low poly).
A prime example is your ice cream cart thing... Is there ANY need for a local map ATM? Its there but its just not being used to its fullest. Take a look at poly distribution on the wheels, even the hook is crazy with the polygons, when are they ever REALLY gonna be seen? The foot holding the hook, thats got a hell of a lot of polies, when it could even be just 2 polygons with an alpha tested surface. Again, a lot of this detail can be done via local mapping (the wheels most of all) and you could shave a hell of a lot of polygons off the model and still wouldn't be able to tell the difference unless you really looked for it. Thats the best part of modelling with local maps in combination with specular and height... Being able to trick the viewer on first glance that its higher detail that it really is.
As for your fire place, its good, but simple and a little early to tell. I would say of course the logs need to be a) lower poly (let the higher poly log curve it the curves you need) and needs to be less straight. Other than that those... erm... "things" at the front could do with losing a few loops at the top.
Your modelling is great, as is your texture work. Dont let the final scenes down by wasting polygons.
I think the logs being straight is ok if its a clean fireplace and hasnt been lit yet - spending winter in a cottage I always stack the logs as tidy as possible, they are only all over the place after the fire has been burning a while
Thanks for the feedback guys and I'm gonna work on those changes later.
As for Dominance War 2. My statement is as follows:
Sorry I had to betray all my fellow polycounters but I am not a very Organically Talented person (Translation: I can't model organic shit to save my life.) So I have gone to where i started my 3d career and journey into the world of modeling at 3dtotal. So see you in the forums and the battlefield.
looks pretty nice, I like the scratching details, the wood and gold on the poker and stuff feels a little too yellow right now, but that could just be me.
I like where your stuff is going Jessy, I've been watching this thread from time to time and I must say there's good things happening.
Just a few things, wooden fireplace, I dunno, it just doesn't do it for me, wood is just so out of place, seems unlogical to have. Changing it to stone, bricks or marble or what have you not will make a world of difference.
As for the icecart, why are there 2 wheels on the texture map? And I see tons of small black stuff on the top right quarter of the texture that I don't see back in the picture.
Now either it means I'm blind, or you have wasted space to details that are hardly seen. It seems you could've overlayed uv's there.
So you could've used more space for the sides/top of the cart. The same for the wheels, if they're not looking any different (one has more rust on it then the other) then why not have them share the same uv space?
Always try to get the most out of your space.
As for the fireplace scene,that litle pile of books (the blue checker thing) why not just stack some books on eachother instead of modeling it like this?
All in all I think that scene can become very nice and atmospheric, but you will need to pay lots of attention to details because there is not much action going on. The viewers eye will roam and see out of place things.
Also, texturing seems nice and fine, maybe a little basic some times, but you will get there I have no doubt. keep up the good work
Replies
More to come soon.
yeah the viewport grab looks much better.
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i think its just your light settings and background color. i mean the white is just blinding.
as for your props, they're all cool except for the brick, no offense but its texturing needs a lot of work. good work though.
and yeah those bricks need a lot of work...
edit: you might even try removing the gradient for a bit cleaner look, though I'm not sure on that, just something to try and see how it looks
I quite like the look of the black sky versus white buildings. I think the typeface is pretty horrible, though.
Overused, mostly, allthough i also think it clashes with how the rest of the card looks.
If you want i can do some (free) suggestions for typefaces/fonts.
It's certainly eyecatching though, in all it's contrastyness. Have you considered printing one or two words in another colour? I was thinking a poisonous green, but then again that's just what i end up choosing most often, so it's probably just me.
You um.. you just inverted it, Archanex?
I quite like the look of the black sky versus white buildings. I think the typeface is pretty horrible, though.
Overused, mostly, allthough i also think it clashes with how the rest of the card looks.
If you want i can do some (free) suggestions for typefaces/fonts.
It's certainly eyecatching though, in all it's contrastyness. Have you considered printing one or two words in another colour? I was thinking a poisonous green, but then again that's just what i end up choosing most often, so it's probably just me.
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Yeah man feel free with the suggestions. Thats why I'm here. I want to have something thats eye catching when done. So suggest away my friend. I won't be offended...
I think cleaner fonts will help readability here - the email might be harder to read when it's shrunk down to lifesize
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Yeah i'm gonna agree with you on that one.
The gradient doesn't look quite as good on the black sky, maybe if you dulled it down the smallest amount so it was ever so subtle.
I think the text is quite readable with the typeface you've selected, but try out something more cleaner just to be on the safe side.
You should lower the buildings to the same height as you had in the second image (white sky/black buildings). It will look like you've used the space on the card more efficiently.
-caseyjones
Also, the picture used for your business card - is that an environment you've made or something from a photograph?
Hey, your props are good but to be honest at first glance I can only tell what 3 of them are. I'd also concentrate on creating an entire environment since thats what you're calling yourself rather than some random props. One thing you should try is researching a specific location on earth (assuming you'd like to stick with photo-real prop creation) and do an entire scene for that locale. It'll help show potential employers that you've got an understanding over an environments and aren't just someone who can push a few verts and copy/paste in Photoshop.
Also, the picture used for your business card - is that an environment you've made or something from a photograph?
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Check out my ATTACK AT MOSUL thread on here. They are all props from that. Which is an entire environment. The business card is a render from that scene.
The mesh for the Umbrella is a total waste of polys but I wasn't looking for a set count. Just wanted it to look decent.
So here it is an Iraqi Street Vendors Cart.
I've still got a lot of work on the textures but it's coming along I think
i did a quick paintover to show you
Dont go overboard but edge highlights can help give your textures a little more form and makes it easier to see what your shape is,for example on youe kalkalash stand,add darker chips of paint around the edges of the lids,corvers and such will help your shapes stand out more as well as break up the perfect lines from geometry,same for the stone pillars,a little edge work would make those shapes come out a little better.
also add a little wear to those stickers,they look like perfect squares,dull the edges on them and maybe break a few up like pieces of the sticker have torn off overtime.
http://images.google.com/images?q=coca%20cola%20arabic
If some heebjew was pushing that cart around selling icecream in Mosul, I'm sure he would face the wrath of some angry children with stones.
nice work though
HAha that is a well done street vendors cart, but the only GLARING problem with it is that the Coca-Cola sign is in Hebrew, you want to find one in arabic.
http://images.google.com/images?q=coca%20cola%20arabic
If some heebjew was pushing that cart around selling icecream in Mosul, I'm sure he would face the wrath of some angry children with stones.
nice work though
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Oh my... Yeah the Hebrew writing would bring on some stones or an RPG from some angry citizen. I'll be changing that today.
Also going to work on the edges to break them up and wear the stickers down a bit to fit the whole look of the cart.
-I also removed the Hebrew Coke label and am trying to find a decent Arabic version so until then it's blank.
Still have a bit more to do. Took some time off in the past few days to spend with my family and get some last minute Christmas shopping done. Now thats done and out of the way I can finish this piece up and move on to the next.
So I was tinkering with a damaged version as well and still have to work on the textures and finish the areas that aren't painted like the backside of the tires.
Let me know what you guys think.
The textures are all 1024x1024. I tried 512s for the diffuse but it washed out a lot of the detail. I could probably get away with a 512 on the normal and opacity / alpha but it doesn't need to be optimized for any specific purpose.
and here are the wires
I am also in the process of working on my new site to get it done. So with that I am working on a lot of models / textures to get them to a more presentable level.
I will let you all know when it is up and running.
for example, the wheel doesn't need to be detailed like that, the normal map should bring out enough detail.
Try making the wheel flat and save yourself a ton of polygons. Also, the hookup could do with losing so much detail.
2688 is a lot of polygons for an item that won't really get much attention in game.
Tumerboy: Thanks man. I am in the process of getting my page hosted and it should be up by now but they haven't given me the confirmation yet. My old site www.artbyjesse.com was hosted by yahoo and that was a nightmare. So once it is up the new address will be www.artbyjessemoody.com It is a little long but once i finally get artbyjesse unlocked from the domain registration company based in Australia I will have both.
Like the indents on my phone booth I can really cut polys by floating details, etc...
Got the normal map from a high poly version.
I still have to model the fireplace tools, some plates to go on top and a few other things. Will texture tomorrow.
A prime example is your ice cream cart thing... Is there ANY need for a local map ATM? Its there but its just not being used to its fullest. Take a look at poly distribution on the wheels, even the hook is crazy with the polygons, when are they ever REALLY gonna be seen? The foot holding the hook, thats got a hell of a lot of polies, when it could even be just 2 polygons with an alpha tested surface. Again, a lot of this detail can be done via local mapping (the wheels most of all) and you could shave a hell of a lot of polygons off the model and still wouldn't be able to tell the difference unless you really looked for it. Thats the best part of modelling with local maps in combination with specular and height... Being able to trick the viewer on first glance that its higher detail that it really is.
As for your fire place, its good, but simple and a little early to tell. I would say of course the logs need to be a) lower poly (let the higher poly log curve it the curves you need) and needs to be less straight. Other than that those... erm... "things" at the front could do with losing a few loops at the top.
Your modelling is great, as is your texture work. Dont let the final scenes down by wasting polygons.
As for Dominance War 2. My statement is as follows:
Sorry I had to betray all my fellow polycounters but I am not a very Organically Talented person (Translation: I can't model organic shit to save my life.) So I have gone to where i started my 3d career and journey into the world of modeling at 3dtotal. So see you in the forums and the battlefield.
Just a few things, wooden fireplace, I dunno, it just doesn't do it for me, wood is just so out of place, seems unlogical to have. Changing it to stone, bricks or marble or what have you not will make a world of difference.
As for the icecart, why are there 2 wheels on the texture map? And I see tons of small black stuff on the top right quarter of the texture that I don't see back in the picture.
Now either it means I'm blind, or you have wasted space to details that are hardly seen. It seems you could've overlayed uv's there.
So you could've used more space for the sides/top of the cart. The same for the wheels, if they're not looking any different (one has more rust on it then the other) then why not have them share the same uv space?
Always try to get the most out of your space.
As for the fireplace scene,that litle pile of books (the blue checker thing) why not just stack some books on eachother instead of modeling it like this?
All in all I think that scene can become very nice and atmospheric, but you will need to pay lots of attention to details because there is not much action going on. The viewers eye will roam and see out of place things.
Also, texturing seems nice and fine, maybe a little basic some times, but you will get there I have no doubt. keep up the good work