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Industrial "Stuff"

Grabbed some reference pics and started to fiddle, because i thought i should show some of my stuff too :)

wip5.jpg
wip6.jpg
wip7.jpg
wip8.jpg

- Rick.

Replies

  • Ben Apuna
    Interesting... so what is this thing anyway? I think I see some highlights along some of those super sharp edges you have so I'm thinking they do have some roundness on them which is good. But if you are planning to make a low poly mesh and project this high poly's details down onto a normal map you may want to exaggerate those edges a bit more otherwise they will be lost unless you use a super high res texture. You also should flare out the base of those nuts a bit for the same reason. Other than that it looks cool :)
  • RickFX
    thanks for the advice, yeah i tried to make stuff as edgy as possible for now since some is not really more than laid out...i have no clue what it is, part of an industrial scene im making...looks functioning and logic..whatever it is :)
  • Ben Apuna
    lol! yeah that happens to me too. I end up building stuff and don't figure out what they are until much later on in the process.
  • RickFX
    heh! :)
    little update:

    wip9.jpg
    wip10.jpg
    wip11.jpg

    going to put a grille into the rear side with a big radiator.

    - Rick.
  • Cody
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    Cody polycounter lvl 15
    Pretty cool thing whatever it is. Keep it going.
  • renderhjs
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    renderhjs sublime tool
    you might want to add a tiny little chamfer on the rubber band on it's edge because in rendering you actually never see edges so chamfering them makes it actually visible as a edge.

    It's one of these things about 3d that one can quickly forget becuase for us an edge is an edge - and if we were to draw an edge we would draw a line but a renderer does not do that - it only renders the faces that share the edge - not the edge itself.
  • RickFX
    yes i know that, thanks for pointing out thoo, i could have forgotten that :) same with the thing where the rubber band gets into its not chamfered yet...anything flat kind of is a placeholder :/

    wip14.jpg

    updated it for you, i hope its to your likeness. i dont really know if id use wider bigger chamfer it wont look industrial anymore in my opinion.

    - RIck.
  • almighty_gir
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    almighty_gir ngon master
    the thing that's throwing off the industrial look is the materials, everything looks plasticky, you need to make some metallic materials and some rubbery ones. it'll improve the scene a whole lot.

    there's a material rendering tutorial thread here (on this page or the next) that'll help =]
  • RickFX
    this is just for show off its Xoliul's shader, together with an orange light with i fiddled from the material render tut, but yeah i should think of some color variations maybe.
    sure im going to bake it later, and paint materials and all, but let me finish the whole mesh first :/

    - Rick.
  • RickFX
    little progress on the UV Layout...
    wip15.jpg

    - Rick.
  • RickFX
    little update and tweaks on the mesh, id like some critics and comments really, if its far enough for that already...

    wip18.jpg
    wip19.jpg
  • RickFX
    update, uv layout finished...i THINK...im kinda unsure if i really should map each screw on its own, because of the shading/difference or copy the uv`s for some of those...

    wip32.jpg
    wip33.jpg

    - Rick.
  • Tea Monster
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    Tea Monster polycounter lvl 15
    It looks good, but if I were you, I'd break up that huge long shape of the main generator with something. Either a loop ring or some extra greeble detail.

    Sorta along these lines.
    http://upload.wikimedia.org/wikipedia/commons/e/e3/Hoover_Dam_Site_Generator.jpg
  • RickFX
    thats a great reference picture! thanks for the idea...ill see what i can make up :)

    - Rick.
  • RickFX
    im redoing some of it for the design changes we talked about, but for the fun of it i put the current version (+ low res AO) into the unreal engine.

    40041231.jpg
    19852877.jpg
  • Ben Apuna
    This thing's looking pretty good, but you appear to be having some smoothing, ao bake, or lightmap errors on those hinges and doors in the last image. I'm also thinking you are getting a lot of pixelation on that end as well. How big is your texture map?, also can you post your UV layout? If this thing is completely uniquely unwrapped you might want to find some ways to overlap or mirror some of your UVs so you can get a higher pixel density out of your map. It does get kind of tricky to do that in unreal though... If you do end up breaking up that long cylinder shape into segments it might be easier to get away with some stacked UVs. Just out of curiosity how many tris is the low poly mesh?
  • RickFX
    as i said earlier i used a really low res ao map for this, just a quick render, and yes, i noticed those errors on the hinges. :(

    the low poly mesh is at about 6000 polys right now, the screws kill it, im thinking of "screwing the screws" becsause theyre really adding alot of count to it.

    Edit: i decided to put the shell and the gears and engine into seperated objects because i get some problems with the replacement gear laying at the side and its occlusion.

    - Rick.
  • Ben Apuna
    I'd also recommend just normal mapping those screws, as they don't really play a big role in the silhouette of the object. Good work, keep it up :)
  • Snader
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    Snader polycounter lvl 15
    you could also opt to only add a 6 sided cylinder, and not the extra extrusion.. would make them 16 triangles instead of 40 triangles and save you a bunch.. ~1500 triangles or so
  • Uly
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    Uly polycounter lvl 17
    just optimize the screws. they're big enough, and have their own silhouette against the larger structure. important detail.
  • RickFX
    well i could delete the faces of the screws that point into the direction of the engine, technically the collision cage should be big enough to keep people from seeing that, but im not sure about shading issues on that.

    - Rick.
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