thanks jason and pixelmitherer .
here's the unwrap. it took me quite long (2 hrs or so ). and it still isn't very good.. so any ideas on how to improve it would be most welcome!
snake id suggest reducing the complexity of the lighting in there a bit, its a fairly busy peice, which isnt a problem if you use the lighting to guide the eye a little more, personnally id go for a darker ceiling with spots pointing to the floor (not too regular if you can help it, a few could be broken) and some nice general low level uplighting from light s on and in the floor.
orange lights in the ceiling and blue on the floor would look ace, with a few white lights to break it up
Are we only seeing diffuse? What about some light sources, light a killer swooping light coming off the building and / or the building side alley? A car would add a lot to scene as would a small section of street w/ a nice drain butted up against the curb and some cross walk paint on the road. The sign is bit too perfect and boring. Get some more ref for it. Maybe some barred windows on the side of the building, looking into a messy mechanics office? If you want to take it a step further maybe rollup the door, put you car in there with some interesting light and two blokes smoking as if they are about to part the car. Building surface (brick) looks alright, but maybe the bottom half is different from the top? Could lose the boarded windows up top and make it a run down apt above the shop. Maybe you can see an old TV glowing through the window, watching a black and white movie or something. Just thoughts. Tons of shit.
Erm... 768x512...? In most engines thats gonna look quite bad, because its not power of two. I would suggest either using a 512x512 with a 256x128, or use a 1024x1024 and make use of all the space.
As for the model, the polyflow is really wasteful. all that chamfering is taking up way to many polies, and the detailed bits (the pipe, that bit inside) are very high poly. This is an issue becayse the actual number of sides to the roundness as well as the curve at the top, those really DO need more polies because they are so low detail.
It also looks like your UV map is quite bad for pixel ratio, i.e. the top part looks like it has more UV space compared to the larger bottom half, which is the wrong way around if anything. What I do, is use a checkered texture with a very small checker pattern on it, and use that as my "texture". Then I scale the UV map to make sure everything is the same size and taking up the same density. That way, the model looks more uniform.
All of these are very easy, quick fixes that can improve the model 10x over chap.
hey GCMP - apart form all what odium says - i'd espically have to nitpick the texture - looks like you've applied a generic material to avoid obvious seam issues - plus i'd love to see the ref you're basing this on - as in my country(as far as i can tell) the most common are white/bone colored gas bttls (oopps looked up google and saw )
- also take in mind the obvious bits that would wear during use - the rust looks too predominant all over - add some scratches on the most exposed rims and near the valves which could possibly be scratched with repeated connections - annnnnddd add some of the 'warning' signs
did some zbrushing tonight... warmup speedy skull dude and my first female study.... def doing more of those.
Someone else did a similar multi-mouth skull dude zbrush sculpt here recently, I cant find it and dont remember who did it, but it was awesome and was all up in my subconscious inspiration zone when I made this. Skull guy took about an hour, spent about 3 on the chick.
Rob, that's so good! killer!
Eraser = Cool
OZ = Looking good, but the pixel density between UV islands is pretty noticeable when the threads of the material are larger on different sections. It'd be more excusable if they were breaks it material, but as it's the same, it's a small, but noticeable nitpick. Good folds! Also, the carrying strap would likely be made out of a different material, they usually spend a bit more money on that part to make sure its comfortable to have resting on your shoulder.
You know, the handrails are doing all the work to convey scale though?
Might be good to consider more small scale touches like that, such as military apparel and labour tools.
playing around more with the "faux realtime radiosity" - this time with colour contribution.
some details:
- uses pre-baked custom data to gather a vague idea of contributing indirect light from a set radius. This is in static geometry to create a dodgey hack that approximates a faux realtime radiosity
- dynamic light sources on static geometry, direct light is per pixel, indirect is per vert which directionally modulates the direct light (to get normal map detail in indirect areas)
- consumes 2 vertex channels as a grayscale
- consumes 3 vertex channels as a coloured result
@Kevin; You're right about the scale reinforcement. I was thinking of adding some more ladders/catwalks but I didn't really think they added anything good to the design. Labour tools sound like a good idea.
Replies
just working away on this scifi factory! Going to work on the ceiling tonight.
DrillerKiller: nice concept
heres something iv worked on today.
Trying to remember how this 3d thing goes. I hate the nose and will redo, but it's 3:30AM and i'm going to bed.
Class at 8 am... WEOP!
Is it too dark? I have one monitor (where I am modeling) and it looks just fine, but on my texturing monitor... it looks darker... hmmmm.
SupRorem, really like it man, when i first saw the picture i thought it was one of Johny's heads (thats a good thing, awesome style) keep it up man.
here's the unwrap. it took me quite long (2 hrs or so ). and it still isn't very good.. so any ideas on how to improve it would be most welcome!
orange lights in the ceiling and blue on the floor would look ace, with a few white lights to break it up
Are we only seeing diffuse? What about some light sources, light a killer swooping light coming off the building and / or the building side alley? A car would add a lot to scene as would a small section of street w/ a nice drain butted up against the curb and some cross walk paint on the road. The sign is bit too perfect and boring. Get some more ref for it. Maybe some barred windows on the side of the building, looking into a messy mechanics office? If you want to take it a step further maybe rollup the door, put you car in there with some interesting light and two blokes smoking as if they are about to part the car. Building surface (brick) looks alright, but maybe the bottom half is different from the top? Could lose the boarded windows up top and make it a run down apt above the shop. Maybe you can see an old TV glowing through the window, watching a black and white movie or something. Just thoughts. Tons of shit.
Keep at it!
As for the model, the polyflow is really wasteful. all that chamfering is taking up way to many polies, and the detailed bits (the pipe, that bit inside) are very high poly. This is an issue becayse the actual number of sides to the roundness as well as the curve at the top, those really DO need more polies because they are so low detail.
It also looks like your UV map is quite bad for pixel ratio, i.e. the top part looks like it has more UV space compared to the larger bottom half, which is the wrong way around if anything. What I do, is use a checkered texture with a very small checker pattern on it, and use that as my "texture". Then I scale the UV map to make sure everything is the same size and taking up the same density. That way, the model looks more uniform.
All of these are very easy, quick fixes that can improve the model 10x over chap.
- also take in mind the obvious bits that would wear during use - the rust looks too predominant all over - add some scratches on the most exposed rims and near the valves which could possibly be scratched with repeated connections - annnnnddd add some of the 'warning' signs
@warriah can't wait to see where that goes
did some zbrushing tonight... warmup speedy skull dude and my first female study.... def doing more of those.
Someone else did a similar multi-mouth skull dude zbrush sculpt here recently, I cant find it and dont remember who did it, but it was awesome and was all up in my subconscious inspiration zone when I made this. Skull guy took about an hour, spent about 3 on the chick.
color blockin:
RobG - soldier sketch
heres another something... hellboy basics
Almost finished, that logo wont be there in the final ofcourse :P. Just testing around.
Oh, INDEED
Eraser = Cool
OZ = Looking good, but the pixel density between UV islands is pretty noticeable when the threads of the material are larger on different sections. It'd be more excusable if they were breaks it material, but as it's the same, it's a small, but noticeable nitpick. Good folds! Also, the carrying strap would likely be made out of a different material, they usually spend a bit more money on that part to make sure its comfortable to have resting on your shoulder.
Flat...
EDIT - The reference.. (just for shape mostly)
Eraserhead - the model is sweet, I love the detail going on in the wheels, inspirational stuff - saved
You know, the handrails are doing all the work to convey scale though?
Might be good to consider more small scale touches like that, such as military apparel and labour tools.
some details:
- uses pre-baked custom data to gather a vague idea of contributing indirect light from a set radius. This is in static geometry to create a dodgey hack that approximates a faux realtime radiosity
- dynamic light sources on static geometry, direct light is per pixel, indirect is per vert which directionally modulates the direct light (to get normal map detail in indirect areas)
- consumes 2 vertex channels as a grayscale
- consumes 3 vertex channels as a coloured result
@Kevin; You're right about the scale reinforcement. I was thinking of adding some more ladders/catwalks but I didn't really think they added anything good to the design. Labour tools sound like a good idea.
I would say about 25-30 hours, didn't really keep track.
Cheers.
Sure; wires
baked some ao and started on the head:
http://img220.imageshack.us/img220/7895/wipbs6.jpg