Hey guys,
I did some modeling the last month or two in some spare time here and there, and forgot to post them as WIPS
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so here they are. Just some randmoness.
High Poly 1911
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Low Poly Version
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I have no effing clue what this thing is, it was based off a reference image, it's very bizarre, but I thought it looked cool.
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Door - Wanted to get some practice doing those frilly leaf type designs.
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Wall Light - This was made to get some practice using ZBrush on hard surface things, it had been a while since I used ZB.
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Fountain - Again, just some more ZBrush practice. It was really fun to take on something more organic than I usually do.
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Furniture Cart - A friend of mine sent me an image of this thing, and I loved it, I had to give it a shot. I know the wood grain sculpting is far too excessive, but it was fun practice
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Low Poly IED - This was made based off some random scrap metal on CGTextures.com, but I turned it into an Improvised Explosive Device for fun. I made a high poly for it, but it's rather boring and bland, so not worth posting :-P
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Thanks for taking a peek. I hope to get some more stuff going and promise to post WIPs.
Replies
I don't think the wood grain on that cart is too excessive, I find that sort of detail holds up much better when transferred to a normal-map - usually exaggerating stuff like that is better than making it too subtle anyway, especially if the material is meant to be fairly worn / old.
Also, all your high poly stuff is sub-d? If so, nice job on all of that. I at least understand how it works, but still need much more practice with it when it comes to certain forms and shapes.
Maybe you should read what I said again, it sounds like you're actually agreeing with me?
G3L - I mixed both my own strokes with alphas for the wood grain. I'd say about 20% of it is my own sculpting. I mostly focused on the major cracks because I wanted them to not only be on the top, but carry on to the sides of the board, and follow a specific path. So anything major was done by hand. Then I would do my alpha pass on it with all of the other subtle cracks/grain. Then would go through, and just go over some of the cracks (from the alpha) and exaggerate them a bit more by using some additional strokes. I also was sure to make the alpha pass and my stroke pass on separate layers, so I could control the intensity (if not straight up erase them) later on.
And yes, everything there was Sub-D.
DISCLAIMER*** The majority of these were created in 2006, so they are quite old. Ordinarily I wouldn't probably even show these, but since the game just released, I thought it would be cool to show.
IED - I don't believe this design made it into the final game. - Concept by Todd Marshall
Shotgun - A shotgun that is carried by I believe a rebel/outcast group. Normals created in Photoshop - Concept by Todd Marshall
EDF APC - Again, not sure if this one actually made it in the release (if it did I am sure it was revisited by another artist). The normal map was generated entirely in Photoshop. - Concept by Todd Marshall
Miner RPG - This was really fun to work on, and it was a great collabarative piece between myself, Todd Marshall, and the lead animator on the project. I believe the final version had some texture tweaks made by another artist, but this image is the texture I created for it.
Again, this stuff is pretty old, I've learned so much since then, and would love to be tackling stuff like this with my current knowledge. As I mentioned, a lot of the times I did work that didn't have any high poly models, just hand painted stuff in Photoshop, so the techniques were also a bit dated. However, it was still fun to work on this stuff, and I am thrilled to hear about all the great reviews the game is getting. Mad props to the guys over at Volition for shipping an incredible game!
edit:VV not a problem, I don't believe you had any way of knowing