I will be working on the center "bunker" part. here are a few shots of the high poly i am currently working on, still in progress. this is gonna be projection mapped on to a low poly i have already.
So here's our overall idea of what we're gonna do. This is an entrance to what was once a top secret laboratory. But something, of course, has gone terribly wrong. One of the specimens managed to break lose from its bonds, killed everyone and escaped through the main entrance. Blood, debris, and the dying echoes of dismembered victims fill the scene. Broken equipment and battered twisted metal lay about the floor. Beware of the labs of Hell. They'll get ya.
Looks like a nice start You should work a little bit more on the paintover I think. Try to get the evil feeling in better since that is the key. Just blood won't win you anything. Maybe some test lighting/colors?
Thanks Kawe for the feedback. Ya, we're gonna add more debris, bullet holes and scratch marks. We need much more qualities that show narration and creepiness.
Here's my ship asset I'll be working on today and tomorrow. Its based from Jamie Jones concept but I'm gonna tear it up a bit and turn it into the specimens nest. Let me know what you think.
Here's my ship. I modeled most of it in Maya and textured it in max. Fun stuff. I need to make more changes on the wings though. More changes soon to come.
That is pretty good you guys. I am interested in seeing more of your work. Are you interested in joining my team? I am hereby offering you at a chance to join us. Join us. Join us.
I really like the modeling of your tech stuff. I think that a lot of the detail that you have in the model is being "covered" by your texturing and not showing through. Maybe some grunge around the divets and things would clear it up or a more intense AO.
Projected Crate, 26 polys,
now working on lamp :poly127:light model and tweaking with the door to make it look more like a door and not a tape recorder
Having trouble projection mapping the lightpad, projecting by pieces, the main big tube wire will project but the other pieces show nothing in the normal maps, might just be max, try to do it in xNormal, see what that does
XRevan23 - For that crate low, it looks very flat with the normals projected onto it, I would actually add the polies to push the sides in and create a the basic shape for the middle pieces and some very few sided cylinders for the pipes connecting to the corners. I think that would make the crate pop a lot more. Keep at it, models are looking good.
Its lookin good. Im gonna work on the rocks and try to block out the entire chasm by the end of tonight and then I'll work some more on those damn vines.
Replies
any suggestions or questions are welcome
[IMG]http://<a href="http://s172.photobucket.com/albums/w29/cubesoflard/?action=view&current=Frondoor.jpg" target="_blank"><img src="http://i172.photobucket.com/albums/w29/cubesoflard/Frondoor.jpg" border="0" alt="Photobucket"></a>[/IMG]
Here's our basic block out of our scene so far.
low
high in progress
seems a little too bumpy and muddy. maybe try to take some of the AO off?
Thanks for the feed back fantastic normals.
now working on lamp :poly127:light model and tweaking with the door to make it look more like a door and not a tape recorder
Still messing around with the Door Model:poly127:
XRevan23 - For that crate low, it looks very flat with the normals projected onto it, I would actually add the polies to push the sides in and create a the basic shape for the middle pieces and some very few sided cylinders for the pipes connecting to the corners. I think that would make the crate pop a lot more. Keep at it, models are looking good.
and i guess Max was messing with me with the projection mapping, xNormal worked out fine
Iam now Zbrushing and Texturing the LightPad,MainDoor and Crate when i fix the model a little
Good job!