I agree with what squatedbug said about the fireplace having wood trim, just doesnt look rite at all, esspecially with the similar tone on the back wall.
My only other crit is the general scale of the scene. In particular, the chair and end table seem enormous compared to everything else. Looking good otherwise.
Thanks for the feed back guys. Definitely somethings to consider fixing. I save a shit ton of polys with the cart so maybe I should rework the UV space and see what I can come up with.
As far as the fireplace I can see how the wood looks out of place and even though the one I modeled it off was wood I think I might change it to brick, marble or stone.
And yeah i think the chairs and end table are a bit too big and the stacks of paper is definetly jacked. I'll rework those as well. Thats why i post for this great feed back.
To be honest, I think none of those bricks/rocks look good.
They're too randomly lumpy in normalmapping, and have no really interesting shape, just very... rounded all over. Besides the specular seems to be off on a wild trip
So I assume these are supposes to be some big natural stone based blocks. Err like the pyramid blocks perhaps? Chisseled from quarry transported and stacked.
You should have to look at some examples of stone, hows its shaped and worked over to be usable. Also look up pics of the stonetype you're going to use. Now it kind of looks like some weird goldy nuggets.
Its looking good Jesse, what are you planning on putting into the scene, what will your focal point be? Take it easy man, see you at school..oh wait we're done.
P.S. we need jobs, ha ha.
You're definitely workin' it Jesse, but I'm not feeling the stained glass textures. They look straight out of Photoshop > Texturizer, and throw the whole scene off for me. I'd play around with that some more, add a lot of dirt/grime on those windows. Also, are you using the crazybump default "analyze for 3d shapes"? I've found it gives a really weird golden-tin shine on everything, which is what it looks like you've got goin' on here (same with those boulders).
Overall though, I really dig the geometry, and scene in general, just work those materials more I'd say.
The golden sheen i think is coming from the yellowish light i have in the scene.
Yeah the stained glass was just a filler for now until i get what i really want. They were actually photos of me and one of my models. Nothing to spectacular.
I still have tons of work to do on this but it's coming along pretty quickly.
Anyone got any tips on how to get my lights to show through the stained glass windows onto the stuff inside? Mainly the ground. I know projections work but i thought there were some other ways to do it as well.
Ok so I finally took a few hours and worked on something I wanted to that is not work related. I have been working like made lately with the freelance stuff and haven't had much time for my own pieces.
I started on this tonight. Still a few things to add to it before I finish the low poly and then get started on the uvs and materials.
looks more like a water jug with no lid meant to frustrate the wannabe drinkee. on a more serious note, looks like you might want to work on the middle part a bit where i connects, the smoothing sorta looks like its pinching.
hey guys thanks for the comments. It is still fairly early so it's hard to see all the detail. I'll have another big update tonight with more of the body area filled in.
It's based off this concept. I am changing a few things up but this is the concept.
the edge of the blade still needs a small cut whatever towards the edge.
I think that the scratches are a bit too much too. You might just be able to get away with putting the scratches in the spec or whateva so their toned down a bit.
and dunno if your making this for game purposes, but seems the handle is a tad bit high poly for something that you'll never see being held in a hand.
hmm i don't remember seeing that cut on the reference shots of the knife i'm working on so I double checked and didn't notice it still. Could be the image isn't a close up enough shot though. I'll try and get some better shots and take a look.
As for the scratches yeah they are still a little bright right now. Still a WIP so I'll see what other results I can come up with.
As for the polycount. There is more optimizing that could be done to cover the areas where it would be gripped but it's already below 900 tris which was right around my target.
Replies
My only other crit is the general scale of the scene. In particular, the chair and end table seem enormous compared to everything else. Looking good otherwise.
As far as the fireplace I can see how the wood looks out of place and even though the one I modeled it off was wood I think I might change it to brick, marble or stone.
And yeah i think the chairs and end table are a bit too big and the stacks of paper is definetly jacked. I'll rework those as well. Thats why i post for this great feed back.
So as always thanks guys.
Which version do you think is better?
Screengrab
Render
They're too randomly lumpy in normalmapping, and have no really interesting shape, just very... rounded all over. Besides the specular seems to be off on a wild trip
So I assume these are supposes to be some big natural stone based blocks. Err like the pyramid blocks perhaps? Chisseled from quarry transported and stacked.
You should have to look at some examples of stone, hows its shaped and worked over to be usable. Also look up pics of the stonetype you're going to use. Now it kind of looks like some weird goldy nuggets.
Not much help, but just my 2ct on this one.
Been working on this a little while today.
P.S. we need jobs, ha ha.
Heres an update
Those blocks look like they dont have an diffuse(do they?).
Overall though, I really dig the geometry, and scene in general, just work those materials more I'd say.
Yeah the stained glass was just a filler for now until i get what i really want. They were actually photos of me and one of my models. Nothing to spectacular.
I still have tons of work to do on this but it's coming along pretty quickly.
I started on this tonight. Still a few things to add to it before I finish the low poly and then get started on the uvs and materials.
and a close up of the handle area
and thats it for tonight I need to get some sleep.
it doesn't look like much right now but this is part of a large laser rifle.
This part being the clip / power cube thingy
Can't wait to see the rest of that lazer-rifle it's looking good so far.
Are you going off any concept for the rifle?
nice work dude! tgreat stuff!
It's based off this concept. I am changing a few things up but this is the concept.
Finish something you can add to your portfolio already! Enough with the WIPs!
Dude.
Finish something you can add to your portfolio already! Enough with the WIPs!
[/ QUOTE ]
well every fucking time i get started on something i get more contract work and since thats paying the bills well then i gotta get it done.
Wish i could show some of that stuff on here. Ahh well..
and oh yeah Shut Up Ott....and tell Judd he is a terrible friend. Just a terrible friend. That little fat boy is never around.
I think that the scratches are a bit too much too. You might just be able to get away with putting the scratches in the spec or whateva so their toned down a bit.
and dunno if your making this for game purposes, but seems the handle is a tad bit high poly for something that you'll never see being held in a hand.
As for the scratches yeah they are still a little bright right now. Still a WIP so I'll see what other results I can come up with.
As for the polycount. There is more optimizing that could be done to cover the areas where it would be gripped but it's already below 900 tris which was right around my target.
Here are some screen grabs from max.
This time I wanted to do a weapon and decided to start things off with a pistol from Quake 4.
So here is what I have so far.
Actually I don't recall a pistol in Quake4 at all? I thought your default weapon was an assault rifle?