@EvilPixills: maybe consider scratching the edges of the design a little? They are a little too hard and perfect in comparison.
Also, dont know if the design is yours or existing, but I'd look in to colors to make the GROCERY not sink in to the background green. It wouldnt be readable. But maybe thats how the design rolls...
Done this in a day, no spec or normals, and I'm gonna add a few minor details and a decal on the front. Was originally just going to be the front door section with broken wall but it grew in to modular bits.
>2000 tris
Should I roll down the dirt on the bottom large white bricks? Add in another floor?
spent way to long on this . Debating about making mustache seporate piece or making it part of the head as far as the modeling geo goes. Well working on the upper head/ hair right now
gir : my original head had no topology to it pure sculpt, the head I used as a fondation was a mid poly based one. I really wanted to try to keep the head rather quadated I still wanted to get the full foundation built before I striped it and remodeled it with tris and such as you suggested.
Whilest probably not too effective.. its still an excercise
But basically id agree with gir, if you already made such a hipoly model and aiming for a low one, id skip the step.
Also i see alot of polygons wasted already on that model.
Suprore:
Thankiez! XD lawlz
yeah i definitely agree with the haphazardness on that one.smoothed everything out and working on it once more but i dont want to take over the thread.
Neox:
Hmm saaayriusly? i feel embarassed XD must be the ram with comes with the card which is helping? CUZ i swear i notice a difference
DH:
Tis about time that you started to work on that ol folio
Looking great
Funky:
haha yeaaah,Agreed...but they're so shiny and purdy XD
Erik:
Model looks great. I'd say go the extra mile and add extra details in zb/mb rather than crazybump.
Evilpixils:
Oh shit thats high in all things holy. dont want to take this into nextgen-y debat-y thing-y tho :P so ill stay clear from "thats a high count/texture size even for a next gen model"
imslightlybored:
Thats the shizz. Does xnormal have those realtime shadows (like the ones being cast on the walls by the lights) or is that a light map? I'd say even if it looks hawt,resist the temptation to take a practice piece into a complete folio piece as you work on it and start liking it....RESISSST
Ironbear:
Does i seeing smoothign errors on the hands?which program is that?silo?
ANNNNDDD
First fun horny outing with polypaint and concept modeling
butt_sahib: yeah, thats all real time shadows courtesy of xNormal. Yet to add a lightmap channel, but the DOF was photoshopped just to show a focus in the image.
Wasn't really a practice piece, more of a 'lets show how much work could be churned out in a day' sort of piece, but I might roll back some of the modular pieces in presentation, and I agree; dont think I'll allow pieces to grow on top of me again.
that katamari looks scary as hell. Great, but scary. I think that face will haunt me for all time now, cheers.
Martin, while yours is an HK416 and his was an M4, both are based on the same gun (AR-15/M16) and thus, have VERY Similar parts, especially around the receiver. Your grip/Trigger area is well done, but above that, the forward assist, shell deflector, ejection port, magazine release, selector switch, charging handle and sights are all out of scale with the gun/each other. (generally too small) Your barrel also feels very thin. The bump around the mag release on the left side, is flat, not rounded. I have a feeling your rails aren't made properly, but I can't tell from the side views. I'm not sure what stock you're trying to make, but if it's this one, you need to take another look:
All of these are fairly nitpicky, it was very obvious what gun it was when I saw it, but it could be a bit more accurately.
Thanks for the crits, sadly i dont know what all those parts are ;D I just model them the way i see them but i havent really ever seen a gun in real life up close (im swedish!) Anyway tried changing the stuff i understood and also did some adjusting on my own. Now i have to move on to finish it tho because i only got 1 week from start to finnish to have it ready for ingame with textures and all so im running out of time. Oh and no that isnt the stock im trying to make, the ref i used was more like this
Very nice guns
arrangemonk: The walls of the cylinders in the chamber look a bit too thick, it looks like that would add a lot of weight to the gun. Nice design and crisp modelling so far.
karera, you have alot of smoothing errors , but also looks really nice, fix that up and this is gonna be win.
Any specific ones you're refering to? I will rearrange my UV layout today probably and rebake, this was more of a test. Any tips on how to avoid the smoothing errors also?
Yo butt, its awsome that you're getitng heavier into sculpting man, you're doing a good job.
But you have to watch out about your micro detail, you are losing a lot of the overall detail because there is too much noise in your sculpt. Start with the larger shapes and then make your way down to the smaller details.
All the sculpts you have posted so far has this problem, and I know you can fix it... stop focusing on the small detail, work on the large forms right now, your future sculpts will love you for it
Most of those shapes are intentional, i know i haven't been sticking so much to the original design of the seburo, so i've kept some of the more loose and organic shapes.
But especially the back part(don't know the english word) where u support the gun on your shoulder(probably not while fireing though), thats intentional(but not around the screws).
Around the body also, isn't so much of a smoothing error, but a highpoly design error.
I just want to move on to texturing this sonofa, so i don't know how much i'll clean up..
Thanks for pointing out the mistakes though! I apreciate it for upcoming projects.
@EvilPixills: maybe consider scratching the edges of the design a little? They are a little too hard and perfect in comparison.
Also, dont know if the design is yours or existing, but I'd look in to colors to make the GROCERY not sink in to the background green. It wouldnt be readable. But maybe thats how the design rolls...
Done this in a day, no spec or normals, and I'm gonna add a few minor details and a decal on the front. Was originally just going to be the front door section with broken wall but it grew in to modular bits.
>2000 tris
Should I roll down the dirt on the bottom large white bricks? Add in another floor?
@EvilPixills: maybe consider scratching the edges of the design a little? They are a little too hard and perfect in comparison.
Also, dont know if the design is yours or existing, but I'd look in to colors to make the GROCERY not sink in to the background green. It wouldnt be readable. But maybe thats how the design rolls...
Done this in a day, no spec or normals, and I'm gonna add a few minor details and a decal on the front. Was originally just going to be the front door section with broken wall but it grew in to modular bits.
>2000 tris
Should I roll down the dirt on the bottom large white bricks? Add in another floor?
Hey man thanks for the feedback. I will def touch up on what you mentioned.
I like the way your wall turned out. Keep it up. Only thing that catches my eye are the hanging light bulbs or fixtures, it's hard to tell which one it is from the angle. Whats your texture resolution if you don't mind me asking?
@butt_sahib: I know what your saying man. I just realized that there are some geo optimizations that I can do to reduce my count. As for my texture size i'm only working in 2048 for now till I finish up the final resolution will be at least 1024x1024.
Indecom: Very cool, I love the way you painted it. No crits, just finish it. Keep pushing those blues around the eyes/face, there seem to be a hint of them already there. Post the texture at the end!
well fixed MUCH topology to the face (thanks polyhertz) and tested individual pieces as I built them low poly, so far everything works on individual bakes as my tests have shown. I still need to make the eyes teeth and tongue but so far what I got
LIES!- should bend no prob, although, he does look a bit reefed out. maybe soften the shouders a bit too, or yeah and twist the thumb a bit more inward. good stuff, man I dig-.
I dont know what it is or how it ended up this way but somehow it did. A quick doodle before bed!
It's Skeletor, as a kid, when his mom put his big winter coat on, with his hood up, so he can barely move his arms anymore. (in whiney skeletor voice) "Aw, mom!"
ironbearxl : that looks great man! real nice set up you got in xnormal too. Looks like a vinyl toy in its current state (which I actually really like, without the grunge)
EricV: thanks man!
EvilPixillis: cheers. Yeah they are like, pulley systems attatched to the wall. The whole thing is one 1024 sheet with the bricks and door taking up half of that (512x1024), given they are floor level details. I think it might just be the viewpoint and scale of image throwing them down, but I will scale them up for exageration/reading purposes. Cheers!
ironbearxl : that looks great man! real nice set up you got in xnormal too. Looks like a vinyl toy in its current state (which I actually really like, without the grunge)
seconded instead of grunge, just need to add very slight noise to the specular so he has that vinyl look imo
Lowpoly is about done, will make him some props as well. Started blocking in some color, will start texturing now.
He's 4260 tris. A bit uneven distribution though....
Replies
Fancy coming to sunny London? :P
Also, dont know if the design is yours or existing, but I'd look in to colors to make the GROCERY not sink in to the background green. It wouldnt be readable. But maybe thats how the design rolls...
Done this in a day, no spec or normals, and I'm gonna add a few minor details and a decal on the front. Was originally just going to be the front door section with broken wall but it grew in to modular bits.
>2000 tris
Should I roll down the dirt on the bottom large white bricks? Add in another floor?
spent way to long on this . Debating about making mustache seporate piece or making it part of the head as far as the modeling geo goes. Well working on the upper head/ hair right now
But basically id agree with gir, if you already made such a hipoly model and aiming for a low one, id skip the step.
Also i see alot of polygons wasted already on that model.
Some more megaman action, 4614 tris + 1x2048 normal (probably going be a 512 or 1024 though):
Edit: Bigger screencap.
Thankiez! XD lawlz
yeah i definitely agree with the haphazardness on that one.smoothed everything out and working on it once more but i dont want to take over the thread.
Neox:
Hmm saaayriusly? i feel embarassed XD must be the ram with comes with the card which is helping? CUZ i swear i notice a difference
DH:
Tis about time that you started to work on that ol folio
Looking great
Funky:
haha yeaaah,Agreed...but they're so shiny and purdy XD
Erik:
Model looks great. I'd say go the extra mile and add extra details in zb/mb rather than crazybump.
Evilpixils:
Oh shit thats high in all things holy. dont want to take this into nextgen-y debat-y thing-y tho :P so ill stay clear from "thats a high count/texture size even for a next gen model"
imslightlybored:
Thats the shizz. Does xnormal have those realtime shadows (like the ones being cast on the walls by the lights) or is that a light map? I'd say even if it looks hawt,resist the temptation to take a practice piece into a complete folio piece as you work on it and start liking it....RESISSST
Ironbear:
Does i seeing smoothign errors on the hands?which program is that?silo?
ANNNNDDD
First fun horny outing with polypaint and concept modeling
Wasn't really a practice piece, more of a 'lets show how much work could be churned out in a day' sort of piece, but I might roll back some of the modular pieces in presentation, and I agree; dont think I'll allow pieces to grow on top of me again.
that katamari looks scary as hell. Great, but scary. I think that face will haunt me for all time now, cheers.
@erik! : looks great man!
as an interesting aside, finished my papercraft full size lancer, just waiting on the woman to send full pictures.
pew pew!
Thanks for the crits, sadly i dont know what all those parts are ;D I just model them the way i see them but i havent really ever seen a gun in real life up close (im swedish!) Anyway tried changing the stuff i understood and also did some adjusting on my own. Now i have to move on to finish it tho because i only got 1 week from start to finnish to have it ready for ingame with textures and all so im running out of time. Oh and no that isnt the stock im trying to make, the ref i used was more like this
http://us2.pixagogo.com/S58UTKI1w3i7OYjDmc5tF-Z1!bT0R!AirTNLf9PPI8bO-1ZQ5Q4WxDdZkX9m!cIkftSWQf2YLjFYO4y1z1i61EcfWKuVdwmGRv/DSCN0094.jpg
but not quite.
Here is the updated model, with pimprender.
finished the highpoly of the grenadelauncher
karera, you have alot of smoothing errors , but also looks really nice, fix that up and this is gonna be win.
arrangemonk: The walls of the cylinders in the chamber look a bit too thick, it looks like that would add a lot of weight to the gun. Nice design and crisp modelling so far.
Any specific ones you're refering to? I will rearrange my UV layout today probably and rebake, this was more of a test. Any tips on how to avoid the smoothing errors also?
yeah id definately throw up a wire here soon, cos i don't know which one you're reffering to right now.. if u can do a paintover i'd be happy ;D
EWWW...shit sorry guys for the big image
was ver confused
But you have to watch out about your micro detail, you are losing a lot of the overall detail because there is too much noise in your sculpt. Start with the larger shapes and then make your way down to the smaller details.
All the sculpts you have posted so far has this problem, and I know you can fix it... stop focusing on the small detail, work on the large forms right now, your future sculpts will love you for it
Most of those shapes are intentional, i know i haven't been sticking so much to the original design of the seburo, so i've kept some of the more loose and organic shapes.
But especially the back part(don't know the english word) where u support the gun on your shoulder(probably not while fireing though), thats intentional(but not around the screws).
Around the body also, isn't so much of a smoothing error, but a highpoly design error.
I just want to move on to texturing this sonofa, so i don't know how much i'll clean up..
Thanks for pointing out the mistakes though! I apreciate it for upcoming projects.
sweet! Go with whatever suits ya dude...
Any crits?
Hey man thanks for the feedback. I will def touch up on what you mentioned.
I like the way your wall turned out. Keep it up. Only thing that catches my eye are the hanging light bulbs or fixtures, it's hard to tell which one it is from the angle. Whats your texture resolution if you don't mind me asking?
@butt_sahib: I know what your saying man. I just realized that there are some geo optimizations that I can do to reduce my count. As for my texture size i'm only working in 2048 for now till I finish up the final resolution will be at least 1024x1024.
almost finished with megaman, I'm going to try my best to get some decent looking grunge texturing on him.
mmmm
Oh yeah! thanks alot for the comment jay,appreciate it.
Ill try and keep on trying to work on the solids first
It's Skeletor, as a kid, when his mom put his big winter coat on, with his hood up, so he can barely move his arms anymore. (in whiney skeletor voice) "Aw, mom!"
EricV: thanks man!
EvilPixillis: cheers. Yeah they are like, pulley systems attatched to the wall. The whole thing is one 1024 sheet with the bricks and door taking up half of that (512x1024), given they are floor level details. I think it might just be the viewpoint and scale of image throwing them down, but I will scale them up for exageration/reading purposes. Cheers!
seconded instead of grunge, just need to add very slight noise to the specular so he has that vinyl look imo
Looks ace fella
and then do another set; GEARS OF WAR STYLE AAH
Good looking arm butt.
Lowpoly is about done, will make him some props as well. Started blocking in some color, will start texturing now.
He's 4260 tris. A bit uneven distribution though....
Wanna use some patterns I think....