try and play alot with the levels in your maps, its a great start, but its not living up to what it can be. I am a bit confused about what is your spec and what is your diffuse, but
The spec is way too shiney on the bricks, so level those to a much darker shade.
I like some detail in the normalmap, but you might want to control those better, make them softer around the wood or door, and really let the bricks have it!
And yeah, keep an eye on how you place the dirt spots and specialy the scratches and damage. Right now the white frame around the door ahs some really hard damage, wich is done by? sure the damage can be there, but in a light form maybe.
The final result is alright but I'm concerned about your texture space.
First of all, you could've used a tiling texture for the wall. There's no way a
game will have unique textures for every single wall. Think modular.
That metal plate on the bottom part of the door... Why is it set apart from
the door on the UV? And the scale is off too. Door and plate should be a single
piece of geometry and a single shell on the UV.
What's up with that big yellow thing on the diffuse map? Is it those yellow
strips on the door frame? Should be painted on the door frame then, same thing
as the door.
That thingie by the window got a huge part of the UV. It's gonna feel weird for
sure. The texture resolution difference between them will be too big.
Where's the green box on your UV?
And yeah, everything feels too shiny. You should put such bright specular on just
a few pieces of it, to draw players' attention. Damage feels random and unnatural.
And IMO you should paint the 7 bottom brick rows a different color. Would make it
much more interesting.
Does look great there, Adam, texturing does well to compliment the bake. I vote less jpg compression if you make a thread, would definitely love to see more pictures.
you guys have some seriously amazing work in here!
i'm posting in here for the first time so i'm hoping i'm doing this correctly.
this is Dauthus Briggan the concept is by Cole Eastburn (i've posted more about him in the sketchbook thread), and i'm currently working on his clothes, they're on SubD 1.
Man, im so fucking out of the loop... so much badass stuff on the last few pages! I revived an old picture and mixed it up a bit, for better or worse who knows.
First time posting in this thread. So much good work here it feels redundant to post my thing.
But what the hell, here is my WIP:
It's nowhere near done yet. First organic model I am doing seriously. Anything prior was just messing about. I plan to make a lo-poly and bake down the normals. It's based off my hand, which explains why it's so thin and bony. :P
so much good work everyone! jasp, adam jackwhat obson, awesome!
thanks for the kinds words on the jetgirl everyone. taking a little break! making a quick next gen version of an old lowpoly model i did. Here's where I'm at with the sculpt so far. will probably break down and subd model some of the armor pieces.
so much good work everyone! jasp, adam jackwhat obson, awesome!
thanks for the kinds words on the jetgirl everyone. taking a little break! making a quick next gen version of an old lowpoly model i did. Here's where I'm at with the sculpt so far. will probably break down and subd model some of the armor pieces.
Some amazing work on this page so far, all looks nice.
@ Kodiak
Those segments look great, and very nice texturing style, i think it could benefit from some larger scale wear, and possibly make the bevels harder, and much larger in scale, the pieces/bricks seem to nicely snug together, if you dont mind, here's a paintover:
NOT MY WALL!
some more color would be cool too.
Just an idea, although i tend to want everything to look like WoW art so feel free to ignore this, heh
So I was bored in class this morning and did a little something to practice my high poly work.
The model only took like fifteen minutes, and then I decided to use it to practice render techniques. I originally set it up as just a normal clay render, but then learned how to show the isoline display in the render, which I though was pretty sweet. So all in all, it was a pretty productive drawing class, ha.
I would like to learn more about rendering techniques. Does anybody know of any other cool looking rendering methods? Or have any personal favorites?
lol, sorry Neox. Just trying to break up the "CG" look a little. Mudbox renders border edges a bit harshly and without something to counterbalance it the effect is somewhat displeasing. But there's a lot of settings I haven't experimented with so hopefully as I get more familiar with the application I can find a better solution. In any case, I actually have the DOF set pretty low (a lot lower than with my previous sculpt), but I'll see about lowering it even more or maybe removing it altogether if it's that distracting.
Replies
What's view?
is thie Zbrush view? and Mudbox?
try and play alot with the levels in your maps, its a great start, but its not living up to what it can be. I am a bit confused about what is your spec and what is your diffuse, but
The spec is way too shiney on the bricks, so level those to a much darker shade.
I like some detail in the normalmap, but you might want to control those better, make them softer around the wood or door, and really let the bricks have it!
And yeah, keep an eye on how you place the dirt spots and specialy the scratches and damage. Right now the white frame around the door ahs some really hard damage, wich is done by? sure the damage can be there, but in a light form maybe.
Some more colors maybe?
go for it!
(extra special thanks to askhat for being a handsome, inspiring bastard and allowing me to rip off his ideas without his consent. Go check out his sketchbook.)
i just stopped painting, but.. must.. damnit
It is the mudbox 2010 viewport. I am just trying out the trail.
http://forums.mapcore.net/viewtopic.php?f=58&t=6806&start=0&st=0&sk=t&sd=a
It's an easy and quick way of generating normal maps for flat surfaces. Results
are WAY better than using the nvidia plugin like you did.
The final result is alright but I'm concerned about your texture space.
First of all, you could've used a tiling texture for the wall. There's no way a
game will have unique textures for every single wall. Think modular.
That metal plate on the bottom part of the door... Why is it set apart from
the door on the UV? And the scale is off too. Door and plate should be a single
piece of geometry and a single shell on the UV.
What's up with that big yellow thing on the diffuse map? Is it those yellow
strips on the door frame? Should be painted on the door frame then, same thing
as the door.
That thingie by the window got a huge part of the UV. It's gonna feel weird for
sure. The texture resolution difference between them will be too big.
Where's the green box on your UV?
And yeah, everything feels too shiny. You should put such bright specular on just
a few pieces of it, to draw players' attention. Damage feels random and unnatural.
And IMO you should paint the 7 bottom brick rows a different color. Would make it
much more interesting.
has no eyes, apron and boots need another few passes and i need to get started on the grenade launcher, and make a grenade for it
11k because of the goddamn chainsaw and the teeth for it
Updated
anways - trying my hand at modular building blocks for an environment
crits and tips pls
i'm posting in here for the first time so i'm hoping i'm doing this correctly.
this is Dauthus Briggan the concept is by Cole Eastburn (i've posted more about him in the sketchbook thread), and i'm currently working on his clothes, they're on SubD 1.
But what the hell, here is my WIP:
It's nowhere near done yet. First organic model I am doing seriously. Anything prior was just messing about. I plan to make a lo-poly and bake down the normals. It's based off my hand, which explains why it's so thin and bony. :P
I'd love some input!
And when I say that, I'm describing the things happening in my pants.
I'm not sure.
This is a good kind of conflicted.
thanks for the kinds words on the jetgirl everyone. taking a little break! making a quick next gen version of an old lowpoly model i did. Here's where I'm at with the sculpt so far. will probably break down and subd model some of the armor pieces.
can you show the original model for comparison?
looks like a good start yura
Hunter's original...two clicks away on his website
Nice work btw Hunter. I like!
lefix, that is a gun, sir.
Super - Looks good, man
Common sense ftw
@ Kodiak
Those segments look great, and very nice texturing style, i think it could benefit from some larger scale wear, and possibly make the bevels harder, and much larger in scale, the pieces/bricks seem to nicely snug together, if you dont mind, here's a paintover:
NOT MY WALL!
some more color would be cool too.
Just an idea, although i tend to want everything to look like WoW art so feel free to ignore this, heh
edit:
err, ignore that hard edge in the middle
Inspired by Peris's Unearthly Challange entry?
Fanart of an 16-bit character, guess who it is!
The model only took like fifteen minutes, and then I decided to use it to practice render techniques. I originally set it up as just a normal clay render, but then learned how to show the isoline display in the render, which I though was pretty sweet. So all in all, it was a pretty productive drawing class, ha.
I would like to learn more about rendering techniques. Does anybody know of any other cool looking rendering methods? Or have any personal favorites?
I hate nazi's but I like this gun, nice job sir!
http://boards.polycount.net/showthread.php?t=60887&highlight=X-Convict+Rendering
Not done yet... add more industrial stuff to it, wires, pipes, fuse boxes, stuff like that.