oobersli, was thinking of direct current, live and neutral. Afaik it's called dual phase for industrial units. It's been quite a few years since I was in the domestic electrical bizz, so, if it looks ridiculous then I'm all ears
Pope Adam - thanks man trying to get stuff done more quickly here, infact I'm gonna set a timer from and to when the diffuse is completed, that is if the results aren't too embarrassing lol
High poly model;
Screengrabs using Xoliul's shader;
Edit : Photobucket keeps compressing my images beyond 800x600 so trying ImageShack for once!
Hello
I can say only WOW, you hipoly modeling skills are realy great Also its realy nice that you care about every tiny little detail. Although I dont like this house how it is right now. Everything seems to be ok, there are some damaged parts, but it look like random damage to brand new house. You must give him an age. It would be better to work on general form, bend some columns, crush corners of walls, lower the middle part of the roof. It would be nice for backdor if you could curve this metal roff lifting column a bit, then one corner of this roof will go down, and that will look better without straight horizontal lines(not so architectonic). Also emm, you should differ the lenght of every desk on front and back door floor, just a little.
Here are some more examples of something I have in mind. http://www.hudsonvalleyruins.org/rinaldi/IMAGES/hudson-poor-old-house.jpg http://www.vintageseattle.org/wp-content/uploads/2008/08/old_house.jpg http://3.bp.blogspot.com/_PSbFqOgRM_8/SZ3oFPUbfoI/AAAAAAAAAMQ/i6x4KLgRzLc/s320/old+house.jpg
I hope that will help a bit
shape - Thanks. It's the low poly smoothing groups, it's just a long box with the back and side faces deleted on one group. I know, I know, those 90 degree angles haha, will fix that
praxedes - Ahh thankyou, keep missing these little things!
Konras - Good idea about altering the length of the floor beams, will def change that. It's far from completion yet, so plenty of scope for improvement, thanks for your advice:thumbup:
You could've done a lot more with the diffuse. It could have more damage, more paint wear, and more color variation (and the colors themselves are too bright and make it look like a kid's toy)
youve got way more detail in that dude than what is necessary for a base mesh, even square polys and basic shapes work well for me then when you are in the sculpting stage you can add creases and detail to things like ears, mouth, pecs etc
youve got way more detail in that dude than what is necessary for a base mesh, even square polys and basic shapes work well for me then when you are in the sculpting stage you can add creases and detail to things like ears, mouth, pecs etc
That's part of the problem, this is new territory for me, I never made anything in zbrush without a base mesh. I was going to shape up the trousers (minus creases) then export to zbrush for fine detailling, am I going about this the wrong way?
wow this thread spans quite a while. GCMP that's funny that you say you like to bring it to zbrush with it already detailed. i try to leave as much detailing for zbrush as possible (that being said, i am mainly in to organics). if i bring in something heavily detailed, i just freeze up. i feel like i have no room to sculpt away ideas. pretty funny how the brain works, and how different we all are
ralusek - there's a reason for that and it's the amount of time using max compared to zbrush, just don't feel comfortable enough in zbrush to sculpt something from scratch, hopefully soon
Been working my ass off on this, hope it paid off?? Will post some textures later if it gets any interest.
Thanks to Kitteh for reminding me that it was crap
Looks good, just a few things, the lip in the middle shouldn't have an edge highlight like that, it makes it look like metal instead of plastic. I think the texture is overall too metal looking. Dirty up the wheels, scrape up the bottom (but plastic like) and top edges, and add grim on the front and top edges like people got lazy pouring crap into it and it split down the front.
Is that generator fan cover gate just alphas with geo inside? I'm curious to know how you made it after looking at your wires :P (I don't know a lot xD)
ZacD, that was the original intention - to make it metal with a plastic top but I kind of changed my mind after using the diffuse for spec testing. Still haven't fixed that part yet but planning on making some scratches towards the end of completion.
Titus S, yes it's just an alpha, normal mapped with spec and gloss to make it stand out more. Will re-render my wireframes for this as they are misleading
I think you could spare the geometry to actually model out the body pieces of the trash bin, the normals really aren't gonna pull it out as far as they need to.
Time to go fix that barrel, MikeF you were right those stains look wierd like that, cheers m8. Also going to grunge and go over the meat cleaver handle plus alter the spec, not happy with that object at all.
Thanks so far guys, things are starting to come together more now.
ima, nope your right to ask, the bin was taped for a couple of reasons, to fill in some uv gaps and because I thought this thing is supposed to be full of decaying chicken and Freddy doesn't want to put his customers off with the smell!
ZacD, thanks, will sort that out
snake85027, the tile tex is not redistributable so no can do, sorry m8, look online though, there's loads to choose from.
Reworked the barrel low poly (again!) and some on the high poly for a partial rebake...
Heya, been working on a few things lately but managed to finish off the highpoly for the air conditioner, stylised the render a bit and aiming to include it in my upcoming portfolio... this is one angle, going to post the other in p&p...
For those who are wondering wth is going on? I know this thread is all over the place and so is my head atm but it WILL get sorted out soon.
Softened up the high poly then took Freddy's boot into zbrush for a bit o' sculpting;
This took ages to render in max, plus it looked better in zbrush:( but... I'm done for a short while with this, time to get the portfolio finished up baby!
Replies
Pope Adam - thanks man trying to get stuff done more quickly here, infact I'm gonna set a timer from and to when the diffuse is completed, that is if the results aren't too embarrassing lol
High poly model;
Screengrabs using Xoliul's shader;
Edit : Photobucket keeps compressing my images beyond 800x600 so trying ImageShack for once!
~P~
I can say only WOW, you hipoly modeling skills are realy great Also its realy nice that you care about every tiny little detail. Although I dont like this house how it is right now. Everything seems to be ok, there are some damaged parts, but it look like random damage to brand new house. You must give him an age. It would be better to work on general form, bend some columns, crush corners of walls, lower the middle part of the roof. It would be nice for backdor if you could curve this metal roff lifting column a bit, then one corner of this roof will go down, and that will look better without straight horizontal lines(not so architectonic). Also emm, you should differ the lenght of every desk on front and back door floor, just a little.
Here are some more examples of something I have in mind.
http://www.hudsonvalleyruins.org/rinaldi/IMAGES/hudson-poor-old-house.jpg
http://www.vintageseattle.org/wp-content/uploads/2008/08/old_house.jpg
http://3.bp.blogspot.com/_PSbFqOgRM_8/SZ3oFPUbfoI/AAAAAAAAAMQ/i6x4KLgRzLc/s320/old+house.jpg
I hope that will help a bit
praxedes - Ahh thankyou, keep missing these little things!
Konras - Good idea about altering the length of the floor beams, will def change that. It's far from completion yet, so plenty of scope for improvement, thanks for your advice:thumbup:
http://img.en.china.cn/0/0,0,89,19323,690,1193,74d3eca9.jpg
Made alterations to the back wheel hub in low/high poly truck and changed the dodgy door handle, thanks for the suggestions so far guys
Final low poly...
Gonna have to start painting those gennie textures soon too...
Kitteh - yeh, was considering desaturating the colours but I liked it as it is The starter unit needs painting anyway so it'll get revisited. thanks
There's no sculpting done yet, just want to get a solid base but somethings bugging me besides the ears being too low down.
That's part of the problem, this is new territory for me, I never made anything in zbrush without a base mesh. I was going to shape up the trousers (minus creases) then export to zbrush for fine detailling, am I going about this the wrong way?
Been working my ass off on this, hope it paid off?? Will post some textures later if it gets any interest.
Thanks to Kitteh for reminding me that it was crap
*updated
Titus S, yes it's just an alpha, normal mapped with spec and gloss to make it stand out more. Will re-render my wireframes for this as they are misleading
*updated
My only crit (it's kind of major though) is that you seem to have misspelled "Asses" on the top of your garbage bin...
*Revised, update soon!
Time to finish that bin and get on with other stuff...
Thanks so far guys, things are starting to come together more now.
If this has been mentioned before I apologize.
All your art is looking good so far though, love the saturated look!
ZacD, thanks, will sort that out
snake85027, the tile tex is not redistributable so no can do, sorry m8, look online though, there's loads to choose from.
Reworked the barrel low poly (again!) and some on the high poly for a partial rebake...
For those who are wondering wth is going on? I know this thread is all over the place and so is my head atm but it WILL get sorted out soon.
Finished the bin, wrapping up the high poly render presentations now...
Feel like sticking this in Doom 3 and then shotgunning it to hell
This took ages to render in max, plus it looked better in zbrush:( but... I'm done for a short while with this, time to get the portfolio finished up baby!