Hey there,
I've been working on this concept for a while, posted it on other forums, but I'd also like to post it here to see what you think. Click for the full sized image. C&C highly welcome and needed
Looks a little overly complex for what it actually should do. I can't tell what your concept does or is trying to accomplish, it looks like you tried using cut aways but it ends up looking like an impossible object.
hmm if I was attempting this complex a concept I'd probably follow gauss' example and model the basic forms then paint over the details, so at least you can show other views of the model to give further hints of the shape if its not clear from one view (and no mirroring it does not count as a back view)
BUT it looks pretty funky, I like the feel of it a lot
Thanks for the comments, I appreciate them.
I've also got some crits on them from #model_design, w13 or alpha said something along:
If this is a firehydrant, I don't want to see how a firetruck would look like.
Which kind of illustrates a point, that it's hard to make something another notch more complex looking, takes too much time, hell it would take ages to create a city this complex.
I'm the one who is also going to model it.
It seems best to go back and thumbnail properly this time, and try to establish something complex 'looking' without making it unworkable. Updates soon:)
looks great, although I think you should swap the "fire hydrant" out with something like the name of a city ,fire protection district or maybe like a station logo.
Allright I've been messing with normal mapping, got most things working and it's pretty much going fine, but I get all these kinds of artifacts. For example without changing anything, when I rerender to texture I get one filled with artifacts and the other it doesn't have that:
Yeah I did them on a seperate pass andy, they are here now.
The randomnness of the artifacts opened up an easy although dodgy work-around, just re-rendering it couple times and composition the bad parts away. Here is a screengrab of the standard DX Shader:
Replies
BUT it looks pretty funky, I like the feel of it a lot
I always like this kind of complicated old style mechs.
I'd like to see front view.
I've also got some crits on them from #model_design, w13 or alpha said something along:
If this is a firehydrant, I don't want to see how a firetruck would look like.
Which kind of illustrates a point, that it's hard to make something another notch more complex looking, takes too much time, hell it would take ages to create a city this complex.
I'm the one who is also going to model it.
It seems best to go back and thumbnail properly this time, and try to establish something complex 'looking' without making it unworkable. Updates soon:)
Rocket kinda shape looks good.
Almost done with the highpoly, just going to make some sweet deco in Zbrush tomorrow.
Crits on optimisations, which parts to intersect and which not to, and wether I should make geo for the bolts are highly welcome!
The randomnness of the artifacts opened up an easy although dodgy work-around, just re-rendering it couple times and composition the bad parts away. Here is a screengrab of the standard DX Shader: