I Was going to post this in the waywo thread but decided not to because it would clutter it up.
Cover is a little mod i started for ut3 and ive been busy working on level assets and such.
In the waywo thread i showed you guys the fish model, the normals were lacking and so was the color variation so i tweaked the Normals and color of the piece and reimported it into unreal.
also that bloom effect only effects the borders :P so no im not trying to cover anything up just looks nice :P
Here was the high-poly sculpt:
im calling it done if noone has any huge crits.
Also started work on this i drew the concept for a grenade and now im making highpoly sculpt my only question is being a third person weapon should i waste the time and throw it in zbrush? to add scratches or should i just crazybump them in?
Replies
i would fix this by re- baking as there is no need for a seam here, also there is a seam on the next shelf up, if you just added a few more edge loops to the top side there would be no seam ( or at least you would have to look upwards when under the fountain which wont happen very often. not sure if you did this slready but you could have quartered the whole thing to save texture space.
other main issue i have is the material doesnt read very well, not sure if its cracks or marble. its also very consistent across the model when it should show different marbles, wear and water damage.
its not bad, its just the bake and texture work are not up to scratch of the original HP
really like the HP and your weapon concept.
As for the fountain, I think it looks great, other than the critiques others have already pointed out.
Cool hand grenade though!
As for the grenade... I like it but I do believe you could do more with the taping area. Looks a little odd.
Overall some cool pieces. Keep up the good work.
in terms of texture, I dont think the style really fits the design, the thing that made R&C guns so delicious to the eye was the combination of clean metal and painted surfaces flowing along the awesome curves of the designs.
the texture itself is pretty blurry, even though its a 3rd person gun, you could probably get more out of it,if the barrels are not using the same uv space I would do so with that, and then just rotate each one a bit so it looks different.
im super interested to see a fully composed scene with character and environment to see where the art direction is going. cool work man, looking forward to updates.
Art direction wise the game is a cross between gears of war and ratchet and clank :P wierd combo i know.
the grenades design will change also.
What do you guys think of the change:
BAAAM! SHOTGUN!
Note:All previous work on this thread i will not be using, im going for a complete different art style.
Grab me on msn later, we'll talk rhino's.
just add a blurred cube map and a reflection vector to the spec and maybe to the diffuse and control them with a multiply and constant combo, looks money most the time and its fairly cheap.
nothing too fancy, I grabbed some inspiration from Joe (obson) Keller his site is over here he has some sick work one of my fav artists!: http://joekeller.net/index.html
i want to go for a stylized blocky look to the geometry while have a lot of interesting shapes in some of the set pieces * not shown * the concept is just a basic outline on what kind of shapes i want.
basicallythe first level will be a mix between metal and grass. its going to be in a canyon where they are pumping oil. right now im just trying to plan it out and been playing around with a ideas in unreal.
I was thinking of make the cliffs from either bsp brushes or modular rock formations?
ill see which one is more piratical.
Good stuff man, I think you should go with modular rock formations, bsp = poopy, and plus you'll have much more control with how the rocks look if you did them as modular static meshes instead, maybetake a peak at how TF2 did some their stuff?
You already know I'm looking forward to this, but this is sick :P
Obson's work is fap-tastic too!
I should turn down the bloom:P
Soo Ae sketched up a character for his mod (i'll put the image in the thread later) and asked if i fancied making it. It's about time i did some work at home so here is the start!
Not worried about mesh flow or details, just blocking it out at the morment, been playing with the proportions and the like. Need to resolve the head / neck / shoulder area and how they combine.
Going to go back to it a bit later tonight, so will update later
Main Concept:
Player colors:
Im definitely with you on Obson's work, hes amazing. The thing about Obson's work though is that his maps are hand painted color maps... or so it would seem.... Ive been trying to fake that look for a while now with photo-sourcing before finally giving in and learning how to paint a few days ago :P
I did find a way in PS that gives an aproximation to color hand-painted maps for environments...though and its pretty obvious, but ill spill it here anyways;
Take your texture from CGtextures (of course)
Do your normal business to make it tilable ect or whatever sharper / pixel boogie ect..
Then copy it twice.
The top copy run the "cutout" PS filter on it.
Make the top and bottom slider maxed out and the middle slider zero'd out.
The copy underneath gets the watercolor PS filter on it. Adjust to like thick lines and watercoloryness.
Now I lower the fill percent on the cutout top copy and let the watercolor layer bleed in from below.
The watercolor layer I usually leave at 100percent.
If you are doing this for grey stone you can throw in a slight sponge filter as well...
This is what I was doing anyway, and was accepting of the results, just thought I would share here... Heres an example of what I came up with using this technique!
images removed by request. :poly122:
EDIT: i didnt do this on purpose, but now that I look i think this is the exact same texture you are using on your stone wall? huh. wurd!
I did another format i like this one alot more, works more with my art style.
what you guys think?
http://www.burningsafari.com/index.htm
and here are 2 post by warby that might be good to check out.
http://boards.polycount.net/showpost.php?p=898579&postcount=866
http://boards.polycount.net/showpost.php?p=898682&postcount=877
paint over
http://img10.imageshack.us/my.php?image=aepaintover.jpg
I would model a modular section that has some more depth variation as it looks way to flat right now, then make some seperate outcrop meshes that you can crash through all over the place and get some nice variation. when its lightmapped you should be hard pressed to find a noticeable seam, thats how all the gears cave sctions where done, tons of pieces crashed through each other.
most importantly though I think you need to find a unified art direction, the mix of photosourced textures on cartoony geo doesn't really jive i think. I try some hand painted textures as it should give you a more cohesive look. also its good to have some in your portfolio to show versatility.
http://img74.imageshack.us/my.php?image=rocks.jpg
As you can tell im still learning but its alot of fun and it really helps when you guys do paintovers and give me ref cause then i can use those as building blocks for my art.
just want to say thanks for putting in the effort and showing me.
In this picture you can see how the rock has various layers of subtle tans and browns and slowly transitions to different shades of grey as it goes up, this might be a cool look for you rocks.
http://www.jessstryker.com/national-parks/zion/photos/great-white-throne.jpg
another cool one
http://www.takemytrip.com/nvazut/_448_DSC00501.jpg
here is another example that shows a good use of colors in the grass and how working with bigger shapes of color can still give the impression of cracks.
http://www.skyland.free.fr/images/wallpapers2.jpg
yeah the grass needs work, gonna try to fix that but im pretty happy with how it came out, thanks for those ref picks ill do another pass. Im slowly getting the hang of things.
i been played with the grass texture all night how do you go about makeing the grass and what kind of brush are you using?
Managed to work on this guy at the weekend, still just messing about with the low poly.
Necklace / dog tags / watch thing are all place holders.
Had a chat with Ae. gonna droop the eyes a bit more to give him that innocent and dopey kinda look - also going to square off the front of the mouth and nose area to fit with the concept style a touch more.
Ae. - the rocks are coming on
Oh ignore the big ass seam down the middle :P