A bit more modeling done... Using a lot of instancing for now, drain pipes is just one 2m segment that is copied and rotated, same thing with windows and doors (2 versions, scalled, rotated and copied around).
worked on the mech some more, my goal is to finish him (atleast to the point of texturing completely) by the weekend
polyhertz helped a ton with the understanding of how the arms would work, still need to fix things with the arm socket area and figure out how the hands would fit, and finish his back and head
but progress none the less!
(mind you this is the UNDER body of the robot still need to add his plating on top of this)
Update on my current project. Made it less dark as well as adding a crest to the helmet as suggested by a classmate and changed the camera angle. Next to do is do some fixes tot he pillars as well as finish the door way and make the door.
looking good StJoris,
you should start with a regular ao, emphasis high frequency details of your material and be very cautious with darker tones, as specular is additive and will often kill the depth of your shape by highlighting holes. there's no real secret, i think there's a lot of good references of spec maps around. You'll need to be subtle to keep that nice stylized look tough
What's with the seam? is that only diffuse?
'looking awesome Brice !'
'That looks great Brice.'
'Damn that is sick brice!'
'Id like to second that!'
Well, Thanks guys but... didn't you knew that this shader has been available in Technical Talk for about 6 months??? hehe
My advertising method might be wrong ^^
Anyway, i quickly hacked relief mapping into another multi-lamp shader (for maximum inefficiency!). It's going to be part of a package of shader that share the same lighting system (soonish)
I've been sooo lazy, i really need to clean this up and ship it
cheers
Morte: thats looking great man, the hands are looking like they lack a lil definition but overall it looks sweet.
AE: haha you gotta get past the bloom man :P the texture looks really monoton and lacks color variation and seems kinda blurry, how is it unwrapped? I would make a tiling section for the sides if you havent, so you get a sharper texture res as right now he trim and side have noticable different texel res.
also, the normals are not showing up really, maybe refine the r and g levels in pshop to get the most outta the range. some specular variation could help spice it up a bit too.overall it looks good but could use a few more hours work I think.
Wrong image path. The textures are all 512s, some have multiple models on them. Will be reworking some of them soon, but first I need to get the door for the room done since the teacher wants to see different stuff.
Pior- really awesome!
Been in your gallery, now i feel bad... Totaly kick ass style, on of the best galleries i ever been to!
A few poses, whichs the best?(the last one came out a bit odd, must fix it.)
Dang it! just as I was getting this normal mapping thing down, now I got to deal with relief mapping and whatever other kind of nonsense you'll come up with. Oy, it never ends.
Seforin:
That's a great design but the silhouette may not adapt well to normal mapping. Might need to close the shapes in a bit.
ae.
It's almost there. The overall proportions are very nice. You seem to be losing a lot of the normal map detail. Is there even a normal map applied to your latest render? Texture still needs some selective detail. Places hit by water should be clean and smooth, whereas the other areas dirty and with cracks. Unless the fountain is abandoned in which case it can look however you want.
Ive been practicing like mad. There is a ton of stuff wrong with this model, but I feel like its at least worth showing. Ill probably start a thread for this once I get the textures quite a bit farther. Would love to hear any comments in the mean time tho ~8 hours so far - 9000 triangles.
blown away by the impressive posts by everyone in the last few pages, hopefully can add to the collection too.
little ninja turtles remake, think i started it around the same time as comicon last year but lost steam on it then however....
No texture work, just a first-pass bake so far on these.
There are some stretching problems with the laptop, but I'm hoping to fix some of them post-bake.
Nice work man - Your hp meshes must be really sweet - Id love to see some low poly meshes too!
LOL nice Ninja Turtle! His head and torso are great.
His arms and legs feel a little too human considering how "turtle" his body & head are. It kind of feels like you took a turtle, pulled his legs off, and shoved the legs of a human back on.
I think the scalyness seems weird too? Maybe that's simply due to the previous point, but something is off.
Great work Nikolai. The thin top crust really helps sell the grout and worn away sections underneath, its also a great scene as a whole, the way it falls feel naturalistic too.
You could probably get a lot of reuse out of the set once it is lowpolyed and processed by path deforming or bending and FFDing the thing so you could create upturned versions.
Replies
polyhertz helped a ton with the understanding of how the arms would work, still need to fix things with the arm socket area and figure out how the hands would fit, and finish his back and head
but progress none the less!
(mind you this is the UNDER body of the robot still need to add his plating on top of this)
But really, it looks great!
Here's the finished geometry for that project for school I was working on..
On to UV mapping!
been working on the arms. more refining to do yet
urgaffel - nice so far
a unmanned drone for a yet unnamed game.
i have yet to texture it and am having fun modeling.
Ruz-Love it! The only crit- his wrist looks a bit odd.
Texture is still wip, i just putted it in toolbag for fun:
Cheers!
Rock on Cant wait to see the next phazes of the texturing!
anyway
progress on my bot, all thats left are his hands and his armor plating and then all low poly time!
spacey- dont know what it is but i loike it
morte very interesting
hehe wip of a hammer coming up
having some probs with spec maps, any links to obvious basics?
you should start with a regular ao, emphasis high frequency details of your material and be very cautious with darker tones, as specular is additive and will often kill the depth of your shape by highlighting holes. there's no real secret, i think there's a lot of good references of spec maps around. You'll need to be subtle to keep that nice stylized look tough
What's with the seam? is that only diffuse?
'looking awesome Brice !'
'That looks great Brice.'
'Damn that is sick brice!'
'Id like to second that!'
Well, Thanks guys but... didn't you knew that this shader has been available in Technical Talk for about 6 months??? hehe
My advertising method might be wrong ^^
Anyway, i quickly hacked relief mapping into another multi-lamp shader (for maximum inefficiency!). It's going to be part of a package of shader that share the same lighting system (soonish)
I've been sooo lazy, i really need to clean this up and ship it
cheers
Love your style!
first pass projection work, no texture work.
coming along nice morte, but the silhouette seems to have gone a little flat
arlrex - thats just waaaay too big man - takes too long to scroll to see it and the textures seem
quite low res anyway
ae - seems the in game version is losing some of the strength in the normal map.
looks good still though
Were does the water go btw? Does it over flow out of the fountain?
AE: haha you gotta get past the bloom man :P the texture looks really monoton and lacks color variation and seems kinda blurry, how is it unwrapped? I would make a tiling section for the sides if you havent, so you get a sharper texture res as right now he trim and side have noticable different texel res.
also, the normals are not showing up really, maybe refine the r and g levels in pshop to get the most outta the range. some specular variation could help spice it up a bit too.overall it looks good but could use a few more hours work I think.
ill sort those issues out thanks guys
working on the back now
messing with bryces shader which i really like
Been in your gallery, now i feel bad... Totaly kick ass style, on of the best galleries i ever been to!
A few poses, whichs the best?(the last one came out a bit odd, must fix it.)
Pior, thats awesome, great forms, really well done.
-N
Still just shaping in the masses... gotta finish the hands and forearm, plus fix some of the musculature in the thigh.
little ninja turtles remake, think i started it around the same time as comicon last year but lost steam on it then however....
normals test
Nice work man - Your hp meshes must be really sweet - Id love to see some low poly meshes too!
-N
perhaps bevel them bigger to catch more light on the edges.
everything looks a bit thin right now
mat thats scary but good
His arms and legs feel a little too human considering how "turtle" his body & head are. It kind of feels like you took a turtle, pulled his legs off, and shoved the legs of a human back on.
I think the scalyness seems weird too? Maybe that's simply due to the previous point, but something is off.
a LP version of it would be awsome to see
You could probably get a lot of reuse out of the set once it is lowpolyed and processed by path deforming or bending and FFDing the thing so you could create upturned versions.