ashley, the scene is realy bright and globably lit, turn that down and put some omni's here and there to create interresting spots.
i understand you want to show off the diffuse? but maybe create a scene with interresting light setups and post the texture with it,
the 1 hour photo text is with dirt& scratches.. why? i mean, its got to be up there for 10 years to become like that.
the bricks are realy clean,
the tile on the pavement is realy visable,
you can get some more out of texture by using render filters, for instance in max
render settings - > renderer -> filters -> cat mul rom? or try out some others.
oh and renders on a white background dont work well in alot of cases.
The model is the first that I am making in 3ds Max and it is taking forever because I have to learn the tools of this program at the same time.
It has a face/polygon limit of 4500 and is currently at about 2300. The texture for it is going to be one 1024*1024. No specular.
heh, loops are not that clean, but not planning to sculpt anyway
LEViATHAN you appear to have the same disease as me of optimising as you go. Generally it takes longer, it's far better to optimise once the basic modelling is done.
Rens, the scene is just a placement of models that I am making. I'm not the level designer, I just create the buildings, but I know what you mean, a little lighting would make it better to look at I suppose, I'll see what I can do.
Not nessecery, unless you feel like your going to be posting alot and realy want feedback.
well if you'r not going for a scene, but just to display your models, it may be better to render each model alone, gives us a much better look at it. right now it all blends into one big picture.
i think that way you get the feedback you are looking for, (this doesnt mean every render should be 800x800 filled with a pallet for intstance)
its not about being a leveldesigner, its more that global illumination kills the mood you want your texture to show off.
textures work together with presentation, so you need to work on that aswell to get the best out of your textures.
kodde: Yep, can export to cgfx. Tried in maya but doesn't seem to work correctly.
Wasn't sure If I should throw this in the speed sketch thread or this one, but at about 2:30-3 hours don't think it really constitutes a speed sketch anymore.
Hey PolyH, looks like a nice guy. Those sort of horns on humanoids always amuse me, because without being very light and solely decorative they would probably cave in and crush some brains. Unless of course the skull is very thick and well supported, right? But this guy has a certain intelligence to his expression, such that I imagine he is sensitive and the horns are, actually, very fragile, if not soft, squishy and sensitive themselves. I am also a fan of the neck.
LEViATHAN you appear to have the same disease as me of optimising as you go. Generally it takes longer, it's far better to optimise once the basic modelling is done.
Quick update
Needing a bit of help with presentation. Have a 3 light setup but I'm still not getting as much normal info showing as I'd like. Any suggestions?
been working on this dude for some time, i'm now optimizing and tweaking some proportions. This won't be a normal map model as all you see nowadays, i'm planning to paint again XD, old school heh
good, one of the most functional designs I've seen for a "futuristic gun" in a while. Though, as you admitted, it's largely just a UMP. I'd change up the stock, selector, and front sight a bit to lose the similarities.
I think you should scratch it and start all over Adam...haha/jk. Looks really great man. I didnt see the previous shots, but the green hues are nice a vibrant.
Medestruit, the detailing you have is pretty nice, but I think some of those edges are chamfered/beveled too thin. The edges might look too hard when you bake it down.
Medestruit, the detailing you have is pretty nice, but I think some of those edges are chamfered/beveled too thin. The edges might look too hard when you bake it down.
Well, the edges I did add extra loops to were meant to be hard. I loosened them a bit since I took that screen because I started to optimize parts of my pillar base before I import it into Mudbox. Most of the detailing stuff is all floating(actually, basically all the extra detail is floating). Still going in and adding other bits of detail before I dirty it up, but it's getting closer to being sculpt-worthy. Been juggling time between this, the painting I'm doing o my daughter for my fiancee's Valentine's Day present and photoshoots...so who knows when I'll actually finish.
Nice Josh_Singh, love it! I don't know if you're looking for crits, but the deltoid's insertion is a bit strange, it's not really inserting on any bone.
Replies
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Here's mine ... a some kind of "orc" ?! -
i understand you want to show off the diffuse? but maybe create a scene with interresting light setups and post the texture with it,
the 1 hour photo text is with dirt& scratches.. why? i mean, its got to be up there for 10 years to become like that.
the bricks are realy clean,
the tile on the pavement is realy visable,
you can get some more out of texture by using render filters, for instance in max
render settings - > renderer -> filters -> cat mul rom? or try out some others.
oh and renders on a white background dont work well in alot of cases.
heh, loops are not that clean, but not planning to sculpt anyway
The model is the first that I am making in 3ds Max and it is taking forever because I have to learn the tools of this program at the same time.
It has a face/polygon limit of 4500 and is currently at about 2300. The texture for it is going to be one 1024*1024. No specular.
And here it is:
Henrik
LEViATHAN you appear to have the same disease as me of optimising as you go. Generally it takes longer, it's far better to optimise once the basic modelling is done.
ae., thanks for that, looks much better!
Rens, the scene is just a placement of models that I am making. I'm not the level designer, I just create the buildings, but I know what you mean, a little lighting would make it better to look at I suppose, I'll see what I can do.
Should I create a new thread for this?
well if you'r not going for a scene, but just to display your models, it may be better to render each model alone, gives us a much better look at it. right now it all blends into one big picture.
i think that way you get the feedback you are looking for, (this doesnt mean every render should be 800x800 filled with a pallet for intstance)
its not about being a leveldesigner, its more that global illumination kills the mood you want your texture to show off.
textures work together with presentation, so you need to work on that aswell to get the best out of your textures.
Wasn't sure If I should throw this in the speed sketch thread or this one, but at about 2:30-3 hours don't think it really constitutes a speed sketch anymore.
Heh, yeah I guess so. :poly122:
Needing a bit of help with presentation. Have a 3 light setup but I'm still not getting as much normal info showing as I'd like. Any suggestions?
been working on my detailing a little. I am quite pleased with the stubble so far.
I probably won't finish the hair , it was just a test really.
LEViATHAN those pinched corners of the mouth might cause shading errors.
Super - his lips are a quite small
nice stuff eric,PolyHertz,Helixx
been working on this dude for some time, i'm now optimizing and tweaking some proportions. This won't be a normal map model as all you see nowadays, i'm planning to paint again XD, old school heh
Concept: http://img212.imageshack.us/img212/690/smgconceptnl1.jpg
It's based on an H&K UMP except somewhat semi-futuristic or something, figure i should get some crits before starting the lowpoly
Old wip is a new wip.
mefix thats pretty cool also but the little spick things at the top dont really seem to fit the style of the rest of your prop
Sick work man, keep it up.
Well, the edges I did add extra loops to were meant to be hard. I loosened them a bit since I took that screen because I started to optimize parts of my pillar base before I import it into Mudbox. Most of the detailing stuff is all floating(actually, basically all the extra detail is floating). Still going in and adding other bits of detail before I dirty it up, but it's getting closer to being sculpt-worthy. Been juggling time between this, the painting I'm doing o my daughter for my fiancee's Valentine's Day present and photoshoots...so who knows when I'll actually finish.
It saves the scripts with the scene so its basically just like maya's expression system
What matcap is that?