WOW! Amazing work - I favor the AA Tank personaly Your textures are just top notch all around, I cant think of anything to comment on at all! Any chance you would be willing to post some of your maps for us?
nice work man, peeped the site. love your texture work on the vehicles and it looks like it stands up really well in game. sick work man and nice portfolio design.
Hey guys, thanks for all the feedback, sorry about my site being down over the past few hours, my server has been acting up..
@ eraserhead, I mostly do the texturing although I sometimes do model, i modeled a few of the vehicles on my website. Alot of this stuff is a slightly older gen technique with no high-poly source model, just PS-generated normal map.
i rarely show flats, but for you guys i'll post them.
I do a lot of hand painting as well as photosourcing, its a big mix for me.
Very clean and professional work. I especially like your texture work, so realistic. I'd like you worked on "Stalkers" helicopters theirs were so bad !
Nice work Alan.
A small note. I'd make the "Polygoo" logo at top left link to the "News" part of the site as well. Might just be me, but I am used to clicking on site logo's as a mean for returning to the "first page", be it news or whatever.
I recognize that rocket launcher like the one from the game 'Combat Arms' :P
Great renders, few critiques though if you do not mind.
Yes, the diffuse map and the renders are all great. But when I look at the grunge and scratches despite they might seem enough on the diffuse, but it is not carrying over to the model, it makes you seem timid with the scratches, so I suggest really pushing it more on some areas than others to keep it interesting.
I recognize that rocket launcher like the one from the game 'Combat Arms' :P
Great renders, few critiques though if you do not mind.
Yes, the diffuse map and the renders are all great. But when I look at the grunge and scratches despite they might seem enough on the diffuse, but it is not carrying over to the model, it makes you seem timid with the scratches, so I suggest really pushing it more on some areas than others to keep it interesting.
Good luck on the job hunt!
Maz
Thats a good point, I definitely could push stuff a little more but the art direction for most of this stuff was more along the lines of realism with a slightly pushed grime and grunge feel, its meant to be realistic and not overly gamey.. Thats really an aesthetic choice I guess, depends on the project, etc.
That rocket launcher is so freaking sharp! :poly124:
Speculars are spot on too. Fantastic work overall.
What's you workflow for maintaining custom touch-ups at a sharp resolution? I combine pictures and custom handwork too, but I can never get my brushwork to match the resolution of the image, and so the parts I do by hand never blend in as smoothly as I would like. Is it just about having really good brushes, or using color blending tricks or what?
Sorry I got no crits for your work. But you could imrpove your resume by listing some of the projects you've worked on.
great prop / vehicle / weapon models and textures (i know, old post, but hey, it's still good work!)
as for the rock stuff it doesn't look like any big secret to me - lots of photosourcing, high-res images, and crazybump for the normalmaps ... am i right?
Dude excellent stuff like seriously, this is where I hope to be one day with my modeling skills. Hey quick question, what were the specs on that Helicopter? Like Texture size and Tri count?
That's some awesome work there man, nice. Working on weapons for my portfolio has given me a new found respect for the ones that are done this well. Nice work.
Fantastic work man. I really like how much love you put into your diffuse maps... they got the ideal amount of detail and grunge imo. I'm a bit tired of game artists adding excessive grunge/scratches/dirt just to "make it look more detailed and kickass". The colors are also spot on.
Fuck, I really love those models, no crits from me
the texture work to me is amazing however.. i want to say that in my mind i can see that you in photoshop used a base texture and then created out grundge maps the areas of rust/wear/tear ... it looks simple really !!!!! but from my mind -> brush stroke im still a simpletoon.. GREAT WORK....
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Did you do the/any high-poly work for these weapons and vehicles?
Had a look at your portfolio, very nice stuff
@ eraserhead, I mostly do the texturing although I sometimes do model, i modeled a few of the vehicles on my website. Alot of this stuff is a slightly older gen technique with no high-poly source model, just PS-generated normal map.
i rarely show flats, but for you guys i'll post them.
I do a lot of hand painting as well as photosourcing, its a big mix for me.
here are 2 ( 2048x2048 ) both uv'ed by me.
How long would one of those tanks take you to make?
A small note. I'd make the "Polygoo" logo at top left link to the "News" part of the site as well. Might just be me, but I am used to clicking on site logo's as a mean for returning to the "first page", be it news or whatever.
usually about a week to texture one of these vehicles, sometimes a little more sometimes a little less..
I recognize that rocket launcher like the one from the game 'Combat Arms' :P
Great renders, few critiques though if you do not mind.
Yes, the diffuse map and the renders are all great. But when I look at the grunge and scratches despite they might seem enough on the diffuse, but it is not carrying over to the model, it makes you seem timid with the scratches, so I suggest really pushing it more on some areas than others to keep it interesting.
Good luck on the job hunt!
Maz
Thats a good point, I definitely could push stuff a little more but the art direction for most of this stuff was more along the lines of realism with a slightly pushed grime and grunge feel, its meant to be realistic and not overly gamey.. Thats really an aesthetic choice I guess, depends on the project, etc.
Thanks for the feedback guys
Bookmarked !
Speculars are spot on too. Fantastic work overall.
What's you workflow for maintaining custom touch-ups at a sharp resolution? I combine pictures and custom handwork too, but I can never get my brushwork to match the resolution of the image, and so the parts I do by hand never blend in as smoothly as I would like. Is it just about having really good brushes, or using color blending tricks or what?
Sorry I got no crits for your work. But you could imrpove your resume by listing some of the projects you've worked on.
You've got to share a bit of workflow for these. Come on, come on, kawww mawwwn:poly127:.
Edit: HA, how bout that, I was the last person to post during previous activity.
as for the rock stuff it doesn't look like any big secret to me - lots of photosourcing, high-res images, and crazybump for the normalmaps ... am i right?
Fuck, I really love those models, no crits from me
I don't know how you can get that much detail on a 512x512 normal and specular for the rocks.
twice