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WIP: Tiberian Eclipse (A Crysis Modification)

DarthRevanII
polycounter lvl 18
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DarthRevanII polycounter lvl 18
Hey everyone smile.gif
It's been a bit since I posted my NOD Soldier (Thank you all again for all the critique that was offered!). As some of you may have seen already, I started a modification for Battlefield 2142 based on Tiberian Sun (which has now actually moved to Crysis) and we already have a small team developing. Tiberian Eclipse ( http://www.solar-fissure.com/te-mod ). I would like to post some of the stuff we have just updated with (one of which being the texture I made for the GDI soldier) and get your opinions. Granted that being said, I know the textures and overall details are too low for Crysis. These were developed before we ported (or at least finished off anyway) and we plan to upgrade them. Currently neither have specular or normal maps on them (just the diffuse). If you wouldn't mind giving some critique (especially on the GDI Soldier) it would be greatly appreciated. Half of the texture was done when we decided to port, so most of it was jsut done to finish off the texture for showing what we are going for on the GDI soldier, and to be a reference to me when I redo the texture. Anyway, here ya go

gsoldier.jpg
nsoldier.jpg
nharpy.jpg
The Harpy isn't totally finished either. Fine details and scratches haven't been applied yet

Appreciate your time smile.gif


Also, if anyone is interested, we could really use a lot more talented artists on our staff. I'm 20 years old and starting my major next semester (Digital Media) and I REALLY want to go into the gaming industry. I need a solid and talented project under my belt. I'm wanting to push this project to it's fullest potential with the best quality work that, hopefully, will make companies say "Wow, you really did this?" We are in dire need for more 3D artists and texture artists, and Polycount is full of talent. If anyone is interested in applying head on over to http://www.solar-fissure.com/te-mod/application.php and we'll get back to you as soon as possible.



Critique away! Just not on the site, it's going to be redone smile.gif

Replies

  • Thegodzero
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    Thegodzero polycounter lvl 18
    Looking good, but i think that you might want to get some normal maps and spec maps going on on the existing assets. No reason not to use them when the engine can use them.

    Also applications? really? I mean really?
    Just have people post some of their work/portfolio links on your forums. Asking for applications for a mod is very snooty and will not help.

    BTW your texturing skills are getting much better.
  • DarthRevanII
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    DarthRevanII polycounter lvl 18
    I appreciate the comments TheGodZero smile.gif

    I don't mean the application to come off as snooty. Because people tend to post in areas that aren't needed and cause uneeded space, it actually utilizes our time to have an application. That way we can get to know their name and contact info, as well as info about them (The questions are right there with field boxes so it's kind of hard to "miss copying" a question. It gets forwarded to both mine and the co-leaders e-mail, and overall just makes an easy process for us to look through

    And yea, I suppose detailing up what we currently have isn't such a bad idea



    By the way, two more renders on the GDI soldier
    GDI1.jpg
    GDI2.jpg
  • DarthRevanII
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    DarthRevanII polycounter lvl 18
    Critique and comments are more than welcome smile.gif
  • Matroskin
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    Matroskin polycounter lvl 11
    great characters and aircraft!
    But I think all what is glass (helmet glass shield, craft cockpit glass) need some work cause now it feels too opaque and solid.
    Maybe add some faked reflection?
    Also imo GDI soldier could be a bit more saturated.

    Great job overall wink.gif
  • Sean McBride
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    Sean McBride polycounter lvl 18
    Yay! I'm glad you've pushed through and you are still at it. smile.gif The new stuff looks great man.

    Not to knock the other guy but you probably should do a re-texture of the ship. or he should take another crack it it. smile.gif It's not as strong as the texturing stuff you've done.

    From what i remember you said you were interested in the industry. If thats still the case you really should start practicing your high-poly modeling! I know its heavy stuff starting out but its not as hard as it first seams to be.

    Anyway, when you guys get something together email me and i wanna test! smile.gif

    Also I'm starting a small project with some guys from work. If you want to jump in on that we could use some environmental/prop artists I think. Just email me if you're interested in doing a little something on the side of your main project!
  • DarthRevanII
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    DarthRevanII polycounter lvl 18
    Definitely apprecaite your comments Sean. Always good to hear from you. And how many times do I have to tell you I want to get into the industry? smile.gif Planning on working on the high poly versions here soon



    One last bump, I hate bumping and don't want to spam the board with this, but we really need some more talented artists on the team. If anyone is interested in working on a worth-while project that has a pretty fun team, head on over to our site and apply. We are in desperate need of a larger staff to get this project going
  • Joao Sapiro
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    Joao Sapiro sublime tool
    tiberian sun was also my favorite, it had so much potential. keep going ! and i agreewith what has been said here. Will you guys make units from firestorm ?
  • DarthRevanII
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    DarthRevanII polycounter lvl 18
    if all works out well, yes smile.gif
  • DarthRevanII
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    DarthRevanII polycounter lvl 18
    last bump for now smile.gif

    We could really use some talent on the team
  • Thegodzero
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    Thegodzero polycounter lvl 18
    I think if you come back and pimp those two guys with normal maps, spec maps, emissive/glow, and environment maps(for the glass bits) you will get alot better response.
    What you have rite now is a better fit with last gen games. Pushing your stuff to being on par with whats in crysis will go along way for recruiting and getting a job. Also might want to make sure the scope of your mod is pretty narrow so it have a chance of getting finished. Something like 3 guys for each side, 6 vehicles, and 6 weapons. Having a few very polished things is better than 50 fugly things.
  • DarthRevanII
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    DarthRevanII polycounter lvl 18
    Agreed. One reason I'm pimping this now is because, redoing all of that is going to take some time, and we need a staff now. I'd like to get this project rolling as soon as possible and getting a team together to start dishing out work and developing it.

    I agree though, and I'm already in the process of redoing the Nod Soldier for Crysis
    http://www.solar-fissure.com/te-mod/NSC1.jpg
    http://www.solar-fissure.com/te-mod/NSC2.jpg
    http://www.solar-fissure.com/te-mod/NSC3.jpg
    Still a wip of course (this will be the actual model in game, not the high poly). Forearm is too skinny and hand looks a little low poly
    Once we get stuff updated again I'll be sure to stop back. Polycount has some of the best artists out there and I'd really like to nab some of you. I'm eager to work with some talented artists and get a solid project


    Thanks for your advice zero, always appreciate and respect your opinion smile.gif
  • nacire
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    nacire polycounter lvl 17
    Less typy, more worky! Hehe, all joking aside, your characters look nice, but I'm not feeling the ship so much. I think it will be fine if the texture level is brought up to speed with the soldiers.
  • DarthRevanII
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    DarthRevanII polycounter lvl 18
    definitely and that's something we are going to work on. The texture artist who worked on it really is a good artist, not really sure why it didn't turn out so well. Once I re-model it for Crysis and we get him to slap a new texture on it, I'll make sure they match pretty well in quality. Appreciate that concern smile.gif
  • DarthRevanII
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    DarthRevanII polycounter lvl 18
    Hey again

    I'd like to get some comments and critique about the next project I'm working on. Currently I'm redoing my Nod Soldier for Crysis' standards as stated above. With that, I'm also working on a high poly version of it to create a normal map. I've never created a normal map before, and even more so a high poly model. I've discovered a LOT of useful information in the short time I've spent working on this high poly version, but at the same time I'm sure I could use pointers

    Take a look at these renders and let me know if you think I'm heading in the right direction and if it looks reasonable for a high poly/normal map. Any advice would be great (the color placement is just for reference for myself)

    http://www.solar-fissure.com/te-mod/1h.jpg
    http://www.solar-fissure.com/te-mod/2h.jpg
    http://www.solar-fissure.com/te-mod/3h.jpg
    http://www.solar-fissure.com/te-mod/4h.jpg
    And here's just a wire before and after a turbosmooth modifier of 2
    http://www.solar-fissure.com/te-mod/Wires.jpg

    Not everything on this is final. For instance the straps haven't really been dealt with yet


    With this being my first high poly model, I'm not going to focus on too much intricate detail, but rather just more shape and defining detail.
  • Thegodzero
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    Thegodzero polycounter lvl 18
    Looks like your going in the rite direction so far.

    Tips to remember:
    If the object your making would be made in different pieces in the real world then do the same with your hi poly.
    Floating geometry is your best friend.
    Lots of functional little details create believability.
    Micro details are not your friend, if its too small to render onto a normal map then its worthless.
    Question what things are in a concept and how they would be made.

    Looks like your learning fast this is a great start.
  • DarthRevanII
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    DarthRevanII polycounter lvl 18
    I really appreciate that advice and comments. I'm really ignorant to how normal maps work, and I had the understanding that floating geometry would, in most cases, be a bad idea if it were to have areas that were unseen.

    I understand that the high poly model is essentially "baked" onto the UVW's of the low poly, so I thought it might cause problems, but I guess it wouldn't.
  • Thegodzero
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    Thegodzero polycounter lvl 18
    floating geometry is for things that are small or indents that would be a pain to really cut into the geometry.

    things like bolts, buttons, and the like are always floating geometry because why do it any other way.

    i forgot on my list to add:
    Leave the damage for photoshop or mudbox/zbrush, its faster and easier.
  • DarthRevanII
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    DarthRevanII polycounter lvl 18
    yea definitely. I came to the conclusion that adding scratches and damage would end up being too time-consuming and especially restraining for 3D max. I'd end up running into shading errors and other conflict that would probably drive me insane. Just having that as texture would end up giving me the same result, and even more so would allow me to have more variation of the model for other uses if need be.

    I've recently just started messing around with Zbrush, but it seems to be a little bit too confusing for me at the moment. All I can really do at this point in time with Zbrush is add circles, and essentially "push and pull" mesh
  • Joseph Silverman
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    Joseph Silverman polycounter lvl 17
    wear and scratches, on a highpoly? Just crazybump it, nobody is going to notice, unless you're getting into massive denting, damage, and warping.
  • DarthRevanII
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    DarthRevanII polycounter lvl 18
    http://www.solar-fissure.com/te-mod/1h.jpg
    http://www.solar-fissure.com/te-mod/2h.jpg
    http://www.solar-fissure.com/te-mod/3h.jpg
    http://www.solar-fissure.com/te-mod/4h.jpg
    http://www.solar-fissure.com/te-mod/Wires.jpg

    Still working on a lot of the chest and stomach area, but it's progress and a great learning experience for me. I'm very proud of myself for how it's looking so far. For my first high poly model ever, I think it's shaping up nicely
    I am having problems though with certain areas. After studying the models in the Sandbox Editor of Crysis, I realized some of their armor pieces that were basically "strapped" on were not only extruded from the mesh, but also extruded again and scaled larger, which helped give it a depth effect which also assisted in animation. From this, with dealing with extra padding where the armor meets the body, when I extrude things it kind of clips the armor mesh, and im having to move some stuff around a tiny bit. Will any of this effect the normal map that otherwise can't be cleaned up in photoshop?

    Oh, and I haven't done anything with the head yet either, just one shoulder armor, arms, chest, and stomach


    OH, just realized. Just because I think it's good personally, doesn't mean I'm just asking for applause. I really want this to look good seeing as it's going into my mod for Crysis, and I'd really like all the critique I can get. If anyone sees anything odd or anything, please let me know. Any suggestions to make it look better will be appreciated
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