Trying to be productive with the last week of holiday I have left.. just personal stuff, I'm basically creating what would be "quick idea sketches" but spending more time on them since I have it right now. Mallet was made yesterday and Mechanipult made today. I'm hoping for at least 3 more pieces before I head out of NY on Sunday, I'll update this thread with whatever I make this holiday
Hmmm....interesting car. Its some kind of a breed between a car and a catapult if im not mistaken. I like the idea but I dont see any cockpit, so how do you control this montrosity? Kudos for the highpoly modelling though!
Adam: I like having a lot of angles to show off the details of the models, but definitely understand what you're saying where it can get a bit busy being all on one image. I'll try to keep them less busy.
c0ldhands: Ha, yeah.. it's a weird mix. I was going to make a chair in the area behind the levers, but the wheel itself is about 5-6ft tall so I'm imagining a big beefy brute or two would operate the levers. I'll need to add a few more things for operational purposes if I get to the point of making a low for it.
BradMyers82: Hehe, just about a workdays worth. (6-12 hours each)
Yep I used splines created from shape, which was a selection of edges from the handle.
Love your renders, very clean and great for showing off all those nice details, whats your setup? That last thingy was wierd:P i like the handle, looks more like a pillar or some kind of architecture, and the "blade" is really wierd, but awesome modelling:)
PixelGoat: My render setup is a skylight with a .4-.6 multiplier (7-10 rays for shadows) with an additional spotlight on my object at a 1.0-1.3 intensity multiplier. The material though is what is achieving what I'd like with the high poly models, it's a custom Shellac material set on 50% blending 2 raytrace materials, the first being a more intense but smaller highlight material and the second being a larger range highlight with less intensity, both on darker gray diffuse colors. The end result should be a blend of a gray material ball with a sharp small highlight with a "falloff" looking highlight around it blending to the gray base to be able to identify small scale detail on the model with a nice range of falloff to the surrounding broader surfaces then to your base color.
salman_fas: I'm planning on doing a low and texture of the hammer at least, it'll be pretty busy at work when I get back so I'm not sure how much time I'll have for a while as we finish up milestone tasks.
Thanks for the comments guys!
A new one from last night, which is sort of based off of an idea for a post-apocalyptic wasteland shooter with underground facilities a long time ago.. mainly just another techy model though
MoP: I don't actually use greebles (learned about them not too long ago though) but twisty splines are f'in awesome Glad you like the stuff!
pixelmitherer: Thanks man! I'll post more here when it gets done
carlo_c: Thanks! I'm glad the rendering method has been received very positively. I think the shotgun will look good (and not so bare in comparison) after I make a low and materials for it and put it in engine. The mallet and shotgun are the ones I will definitely complete to real-time specs if I get time, others are probably going to stay high show pieces for now.
Hey man, I love the stuff. And thanks for posting your presentation setup! I especially like that intertwined rebar-type dagger!
I have a question, I know it might sound kinda irrelevant. How many poly's do you work with on your HP models? (assuming they're in max). Maybe I'm doing something wrong, but my decent computer seems to just chug out any time I try to work with intricate high poly details. Like when I try to add ridges or details, like the handles on your weapons. I can imagine myself making the details but every time I get into the program my piece runs up 1 million polys and things just chug and stop working. Maybe I'm using too much turbosmooth?
good stuff. keep em working on em if you can.
One quick suggestion if you ever remodel the mallet a nasty grinder in the mallet "face" would go well with it's techno/brutality thing you've got going.
Saidin: Good question, there isn't a specific number of polies I work with, but there is a way I manage not having to deal with it chugging all the time. I apply meshsmooth modifiers to the stack and turn it off in viewport and work with my base, this is good for me because I have a pretty good grasp of how objects will smooth and where I need to apply extra edges to control the mesh, but I still may have to isolate the object and turn on the meshsmooth modifier and then tweak where necessary, but I won't have to view the other objects meshsmoothed. This works pretty well for me so I will only be rendering anywhere between 20-100k polies in the viewport but the 400k+ in renders. If you start having problems viewing the meshsmooth/turbosmooth in the viewport on your model you can usually just isolate that piece and it will generally run smooth enough to view your changes.
As for iterations, I usually use 2 iterations for my meshsmooth, if it starts to chug and the polycount is getting heavy I will turn some pieces to 1 if they can get away with it. Another way to keep it down is I don't use it for a lot of my cables, I will usually keep the sides pretty low for small ones and just apply a smoothing group. For editing purposes I'll split pieces to be different objects so that if it gets complicated I won't have to worry about viewing meshsmooth on objects I am not editing right then. Hopefully that helps you out a bit, if you have any other issues feel free to ask.
3devo: Thanks, I will try to get some more stuff done soon! A grinder could look real cool, I don't think I'll be redoing the mallet though.. might apply that to another model though
Nice work dude! I notice in your presentation the shadows can sometimes be really noisy. It's not a huge deal obviously, but I think it does steal the show a bit.
Replies
How did you get the detail on the handle of the mallet? Did you use splines?
Adam: I like having a lot of angles to show off the details of the models, but definitely understand what you're saying where it can get a bit busy being all on one image. I'll try to keep them less busy.
c0ldhands: Ha, yeah.. it's a weird mix. I was going to make a chair in the area behind the levers, but the wheel itself is about 5-6ft tall so I'm imagining a big beefy brute or two would operate the levers. I'll need to add a few more things for operational purposes if I get to the point of making a low for it.
BradMyers82: Hehe, just about a workdays worth. (6-12 hours each)
Yep I used splines created from shape, which was a selection of edges from the handle.
New one made today:
salman_fas: I'm planning on doing a low and texture of the hammer at least, it'll be pretty busy at work when I get back so I'm not sure how much time I'll have for a while as we finish up milestone tasks.
Thanks for the comments guys!
A new one from last night, which is sort of based off of an idea for a post-apocalyptic wasteland shooter with underground facilities a long time ago.. mainly just another techy model though
Yeah, thanks for the explanation on the material setup. I'll have to try it out.
Another one:
Also appreciate the fine rendering!
Excellent work. Keep them coming.
Heh my only thing to say about the work would be the shotgun looks a bit bare against the previous renders! :P
pixelmitherer: Thanks man! I'll post more here when it gets done
carlo_c: Thanks! I'm glad the rendering method has been received very positively. I think the shotgun will look good (and not so bare in comparison) after I make a low and materials for it and put it in engine. The mallet and shotgun are the ones I will definitely complete to real-time specs if I get time, others are probably going to stay high show pieces for now.
I have a question, I know it might sound kinda irrelevant. How many poly's do you work with on your HP models? (assuming they're in max). Maybe I'm doing something wrong, but my decent computer seems to just chug out any time I try to work with intricate high poly details. Like when I try to add ridges or details, like the handles on your weapons. I can imagine myself making the details but every time I get into the program my piece runs up 1 million polys and things just chug and stop working. Maybe I'm using too much turbosmooth?
One quick suggestion if you ever remodel the mallet a nasty grinder in the mallet "face" would go well with it's techno/brutality thing you've got going.
Vj
As for iterations, I usually use 2 iterations for my meshsmooth, if it starts to chug and the polycount is getting heavy I will turn some pieces to 1 if they can get away with it. Another way to keep it down is I don't use it for a lot of my cables, I will usually keep the sides pretty low for small ones and just apply a smoothing group. For editing purposes I'll split pieces to be different objects so that if it gets complicated I won't have to worry about viewing meshsmooth on objects I am not editing right then. Hopefully that helps you out a bit, if you have any other issues feel free to ask.
3devo: Thanks, I will try to get some more stuff done soon! A grinder could look real cool, I don't think I'll be redoing the mallet though.. might apply that to another model though
vj_box: Thanks dude!