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Mod Facade Challenge - Murdoc

polycounter lvl 11
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Murdoc polycounter lvl 11
I said I was going to enter, but it's a bit late in the game so I am going to publically set myself up for failure.

I really tread water when it comes to picking something to do, I try to bundle all the things I like into one thing and it usually just ends up being a muddled mess.

Was playing a lot of Diablo 2 prior to the D3 announcement, so I was going for more of that, then I decided to post-apoc it up with tech and really thats where it all went wrong.

Anyway, I have some unoptomized geo bits and decided to do a paint over this weekend since I need more practice with the 2d side of things anyway and came out with something I'd want to go for.

I'll clean up the geo tonight and post it with the texture plans....

Enviro.jpg

Replies

  • EarthQuake
    look sweet man, get to the modeling!
  • Tumerboy
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    Tumerboy polycounter lvl 17
    very cool look!
  • Target_Renegade
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    Target_Renegade polycounter lvl 11
    Nice concept Murdoc, you should make it.
  • Cody
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    Cody polycounter lvl 15
    Sweet painting. Great Concept. Looks promising.
  • Murdoc
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    Murdoc polycounter lvl 11
    Thanks,

    Quick update on the main geo peices, I'll clean up the geo once the textures are on.

    geo1stpasskf3.th.jpg
  • Japhir
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    Japhir polycounter lvl 17
    very cool! looking forward to the textures because of your awesome concept :D.
    oh, and please don't use thumbnails ;)
  • LoTekK
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    LoTekK polycounter lvl 17
    That's such an awesome concept. Hope you go with a painterly look to the textures as well. :D
  • Murdoc
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    Murdoc polycounter lvl 11
    Hey, I just wanted to post the final update to more or less prove I was actally half assedly working on this, just didn't really put in the time as a few things came up, design issues(I'm very indecisive and nothing is ever good enough) and my lack of max knowledge kind of stumped me here and there.

    Basically I had a few quick high polys that baked out, and started too apply base colour textures to a few peices. The pillar was going to be the polished peice but I kept changing teh design, ect...

    I figured I could round it all up today and it wouldn't be great, but I'm seeing now it just isn't going to come together very well. The unwrapping was done sloppily and there are still a few objects(pillar, lights, and stuff) then to light and render the whole scene will just be too much.

    I learned a lot about max though which is pretty cool and I'm still working on it just to further my knowledge of make shaders and lighting which I am sorely lacking now (like why do I have to turn a light intesity to 60 before its bright enough to see? is that normal? I dunno)

    Also thanks to the guys that made the contest, if I didn't spend so much time painting a concept(which was fun) early on I'd probably have a little more time to actually work on the art, but learned a lot, enough to know I probably shouldn't enter Unearthly contest because my lack of work ethic at home, hehe.

    GL everyone and the entries are looking cool.

    crap.jpg

    edit: Was doing some texturing between Tf2 rounds today so got these two up, about an hour each and a rush job but they look pretty good in a flat.

    I'll take my thread to PnP later on as I might as well use this stuff as a test scene of how to light/render in max and have it look good. Right now something feels off, specular isn't reacting the way I think it should and lighting is just aweful, so will be playing around with this one for awhile. *also, no need to respond, I'm just throwing this stuff up on the net as modivation to continue on with it*

    AwningWindow1Tex.jpg
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