I was a bit bored of texturing, so here's a sci-fi prop I did in the last three evenings when taking breaks from texturing. Don't ask me exactly what it's function is. I'm sure its some kind of... lamp/computer/pillar/backscratcher etc. Probably good for something on a starship ^^ The lowpoly will be hell, but that was kind of the idea...
So, lowpoly more or less done! Here it is baked, polycount still too high from the baking, its 4000 tris, I think I'm gonna drag it down to around 3000. Better to start high ^^ And a comparison render I threw together for fun. Gonna do some painting in the AO map, some errors that are easiest solved with painting. Also had alot of problems with normal errors etc when rendering this :-/
To me, it looks like a robotic armless dog squatting to sniff a wall. Maybe a wall sniffer? That could be a profession of the future maybe.. no? Ok maybe not. But I can dream can't I?
Looks interesting. Do you mind briefly explaining how you did this? You bring this into ZBrush? if so, what tools did you use?
Looks good man but i cant help but feel like modeling in all those small details directly into the highres is really slowying you down(and creating some wonky geometry in places) it would be a lot better to float those sort of details on top imo.
Looks good man but i cant help but feel like modeling in all those small details directly into the highres is really slowying you down(and creating some wonky geometry in places) it would be a lot better to float those sort of details on top imo.
Hmm, maybe. I don't feel like there were many places to do that, because of the curving geometry all over. Have you got any examples of places where floating geometry would have been better? It would be appreciated :] Also the highpoly didn't take very long to do either, so I dont know how much time I would have saved.
Gobee, I made everything in Sub-d in Modo, no Zbrush whatsoever.
Charging station for segway. There is even a guy to ride it now! Haha. Anyway..really good work. Can't wait to see the wall textured as well as the segway.
Thanks alot for the comments I'm thinking about the lowpoly cersion, right now its all very mirrored, I'm not sure if I should mirror it all, or break it up with some assymetry and only mirror the lower and upper part, etc... I think some breaking up of the symmetry is needed. What do you think?
is it possible to modify the actual subject a little? I mean.. a futuristic Segway doesn't sound dumb but it could use a little modification to fit the theme. imo it'd be worth it since it'd have a real function, heh. looks very good though.
hehe, actually, its just a static prop-thingy. Probably a.. gravity generator...or sumthing I go the star trek-route on this one and just mumble something complicated when people ask what its for ^^
Looks awesome though, can definitely imagine it in a scene, glowing and emitting a quiet hum.
I think it looks great symmetrical, the way it fits into the wall and the wall designed around it makes it look like that's how it should be designed. Imo anyway :P
Aaaand here they are together, lowpoly and all. I got inverted UVs on the inside of the wall when I mirrored it though.. dont know why I got it there and not the rest... hm. Anyone know how to solve that?
Badass!!! I love the overall look/design of this piece. Very awesome man.
Crit: I think the bottom-most part looks too 'flat'. Its like you had alot of information and mapped it to a flat plane. Still looks good but you can get a little more out of it if you added some indents and maybe considered making the round piece in poly's.
Yeah, the bottom part is a bit flat, problem is everything is so flat in the profile, and even that round thing doesn't have alot of depth to it really... so I don't know, I tried making it with depth, but it just felt kinda silly... I might parallaxmap it, while I'm still at it ^^
That floor looks great, lots of nice details such as the cabling and the lights under the grates. The wall look really good too, just the bottom round part looking flat as already mentioned.
Is there any chance of seeing wires for the low-poly on the wall?
I agree in that bottom area on the wall is looking a bit flat, I would consider adding polies and bringing that indented peice in, and the circular peice inside of it out with polys. The angle those details are at is going to make that area look flat. I would also consider bringing out additional areas with only a few extra edges to help sell the details some more, like some of those panels.
This is awesome! I don't like the little thin wires on the front though, they look too messy for something that on the whole is very organized. From the current composition everything is pointing towards them too, so they become the center of interest. I would suggest making a bolder, clearer statement with that area.
I dont think you need those little extra wires on the side pipes either.
Thanks for the feedback :-) Yeah, the wall came out kinda flat, I'm gonna give it another pass and see if I can fix that Problem is that that area actually is kinda flat in the highpoly, might need to bump it up in the highpoly aswell. Also I'm very pissed at myself because of the poor design of the wall, it was kind of rushed, so I didn't bother fixing some glaring issues, it kinda works in a scene, but not on its own.
The floor have diffuse, specular, normal, a tiny glowmap and a 1-bit alphamap.
Here's the final render of the wall prop, not really satisfied with it, didn't end up as I wanted it, but it was good practise I also fixed the wall, gonna post it too after I have finished off the textures on that one
Let me be the first to say BAD... FREAKING... ASS! Love the look-n-feel of this piece man. And I really like how you handled the bottom flatness. Inspiration folder getting some love this morning.
Replies
This is an espresso machine.
No, no wait. It's a snow cone maker.
Is it a water heater?
Hard to tell what it is...but the details are well laid out.
Some wires would get you more crits.
Looks interesting. Do you mind briefly explaining how you did this? You bring this into ZBrush? if so, what tools did you use?
Hmm, maybe. I don't feel like there were many places to do that, because of the curving geometry all over. Have you got any examples of places where floating geometry would have been better? It would be appreciated :] Also the highpoly didn't take very long to do either, so I dont know how much time I would have saved.
Gobee, I made everything in Sub-d in Modo, no Zbrush whatsoever.
some baking errors, but honestly and this might sound lazy, but who cares. I know I dont :P
I think it looks great symmetrical, the way it fits into the wall and the wall designed around it makes it look like that's how it should be designed. Imo anyway :P
I can't wait till I upgrade my Roomba to one of these!
Crit: I think the bottom-most part looks too 'flat'. Its like you had alot of information and mapped it to a flat plane. Still looks good but you can get a little more out of it if you added some indents and maybe considered making the round piece in poly's.
BTW, where the hell is Malmo?
-cheapjuevos
Yeah, the bottom part is a bit flat, problem is everything is so flat in the profile, and even that round thing doesn't have alot of depth to it really... so I don't know, I tried making it with depth, but it just felt kinda silly... I might parallaxmap it, while I'm still at it ^^
haha, Malmö is in Sweden ^^
Is there any chance of seeing wires for the low-poly on the wall?
I agree in that bottom area on the wall is looking a bit flat, I would consider adding polies and bringing that indented peice in, and the circular peice inside of it out with polys. The angle those details are at is going to make that area look flat. I would also consider bringing out additional areas with only a few extra edges to help sell the details some more, like some of those panels.
Keep it up dude
I dont think you need those little extra wires on the side pipes either.
Great floor! What kind of maps are on that?
The floor have diffuse, specular, normal, a tiny glowmap and a 1-bit alphamap.
cheers! / Tor
Keep it coming man.
-cheapjuevos