the concept for this piece was to combine a blackdevil angler fish and a submarine. I included the light the angler would have, as well as the basic shape of the fish. I then added some sub fins, a sonar tower, and a propeller. I am still working on some UV maps and will post them when they're completed.
my poly budget is 3000 and I'm currently at 2868. I'm using 3ds Max 8.
any c&c on the modeling would be much appreciated.
angler:
preliminary render:
Replies
Keep it up, anyway. Good luck.
Basically you're missing most of the major forms of this fish - you've got the "angler" bit, the recognisable light, but you seem to have overlooked all the other shapes that make this fish interesting.
I've highlighted in red the lines you should probably take care of first, but there's a whole bunch of shapes like the fins and the mouth, that you can echo and enhance in the design.
I think having the conning tower being the same shape/position as the dorsal fin would make a lot of sense and result in a sleeker, more interesting design.
Similarly you can use the shapes found under the fins as more interesting sources of detail.
Also, the way you're using polys now seems a bit strange, I'd have to see a wireframe/flatshaded screengrab to be sure though. It looks like you're spending a lot of polys just rounding out the shape of the main area when you should be spending that on adding more interesting shapes and smoothing out stuff like the curve of the "light pole" thing.
Hope that helps, I look forward to seeing this progress, it has really nice potential to be a cool piece!
[edit] Heh, just realised that it kinda reminds me of Thunderbird 2 now... not a bad thing!
Some great advice in here and the piece looks like it could be a really fun model once you are done. Keep at it.
i am looking forward to see progress and updates.
here is a wireframe:
I see now that the robotic arm has way too much geometry. I've attacked the propellers about as much as I dare.
I really like the paintover MoP. good suggestions for me to implement as this develops.
I agree with justin. here's the mouth. I created this in illustrator/photoshop:
here are my latest renders:
these are my maps:
uvw
bump
specular
the robotic arm was a simple gradient I created in illustrator and duplicated a bunch of times. the light is self-illuminated with an omni inside.
right now I'm at 2998 polys. I'm gonna see what I can do to lower this. I agree its a bit ridiculous when you see what I have.
still working on this...
I think maybe I should do some kind of fog effect to make it seem like its actually under the water...?
any more c&c would be great.
thanks!
don't like texturing? don't know what to put there to fill in the space? here are some ideas.
this is what i would do in order
-i agree with mop's paint over. right now your mesh proportions are kinda un-appealing. if your model had the same kind of vibe as your bump map it would be nice. (which is a lot more sleek)
-fix the UVs so that it's not skewed and so that the texel density is more even.
-scale down those rivets and add way more. what are those rivets exactly? how big is this ship? is it tiny or something?
-tone down that clouds texture or remove it. color and value variance shouldn't be random, it should make absolute and complete literal sense and should tell a story.
-grab a nice and subtle metal texture to use for a base instead
-add some location specific detail, doors, windows, engine compartments, something for that light thingy to come out of.. how do people get in and out of this? what is this meant to do?
-add some location specific scratches, damage, dents, etc. what's the story behind this? what's this ship's purpose? how would it get damaged doing what it does? what has it been through? tell us a story. don't be afraid to make it original either. there could be stuff growing on this perhaps.
-i'd add some grime in the panel lines on the diffuse map.
-add general grime and drippage where it makes sense. around the rivits for example
-that mouth is insanely saturated. it also looks stuck on. I'd scrape it up a bit and rough up the edges so that it looks like old paint or something. that way it'll work together with what you have. right now your elements appear to be fighting each other.
-unify the colors a bit.
-add the rivits to your spec map so they pop some.
i hope that helps. right now, I'm afraid this just isn't capturing the vibe of the angler fish. the proportions of the model i think are the biggest hindrance. maybe try to match the fish more exactly.. that might help.
keep it up! I'm sure you can make this really good!!
Make it look like that! So awesome.
I don't think your mouth is working. Angler fish' mouth is pretty scary, your's turning out kind of cute because of the curly lips.
watch your polys as people suggest. remember in most cases if it's not affecting the silhouette, remove it.
very nice concept though - this could be an awesome model.
your poly distribution is very weird. You have way too many sides on the cylinder for the headlamp, and too few angles defining it.
It looks like you started with a box or sphere and just pushed and pulled stuff into position - this is leading to some weird and uneven distribution in your hull.
Look at MoP's paintover and make a list of all the changes he's made and you'll have a checklist for things to look at.