Here's the Time Machine I've been working on for about 2 days now. I built it from a reference, which I believe is from the original
The Time Machine movie. I began a texture, but after deciding to add more detail to the model, I have opted to redo it. Diffuse, Spec, and High-low bake are on the way!
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Time Machine was one of my fav childhood movies. Don't screw it up, damnit! I'll have to get all morlock on your ass.
considering that as a failsafe, but as soon as i get a minute to start working on this again, i'm planning on taking the chair into zbrush.
No, It was done. I turned in a textured version to Emer. You should have stuck around.
Like I said in the original comments, I opted to add more fine detail to the model and redo the unwrap and textures.
I figure if I spend more than 12 hours on everything they might turn out even better.
Hey post the textured version, let's see what you got
TIME FOR A DANCE OFF
Not to dampen the scared straight pep talk, but that really depends on a lot of things, such as the kind of company you're working for, whether you have a history of missing deadlines, the quality of your work, and whether you let them know a little in advance that you need extra time. I have never seen anyone fired for turning in work five hours late, and I've seen quite a few people fired over the last few years.
It's generally good that classes teach people to be disciplined, but in my experience actual game development is much more flexible and deadlines are generally considered to be estimates. This isn't to say that you can slack off since they know how productive you are, but sometimes stuff takes longer than is expected. There are hard deadlines like publisher presentations etc. but the vast majority of deadlines will be soft ones set to establish an overall production schedule. Often that last 5 hours is when it really comes together. Good managers/directors know this and won't be anal about stuff so long as you're making good art.
Okay, lets stop with the jealousy flame-war. this is a WIP thread for art, not 4th grade.
Though, like I said in my very wordy comment prior to this, this was for a class and for a bet. Not for the industry. Only an idiot would apply such time management skills to something that actually mattered.
And as I *also* mentioned before. It was a responsible choice I made to place other classwork and time use before a petty bet between friends.
Try to keep the slap battles on hold.
I'll be starting my new maps shortly. Hope you guys like them once they're up.
As for the piece man, great work so far, this tons better than any the work I saw come out of the AISD when I went there....
Really cool model btw. Keep it up!
In regards to the model, the details came out pretty nice....keep it up
I can tell you right now that if any of your resumes came across our email at work and you were associated with any crap like this it would weigh heavily on peoples decisions. So think about that. You guys are still in school. Don't get a damn ego already.
There. Now. Let us move on with the arts.
Also would like to see some wires on the high poly and the low poly.
Damn roommates keep dragging me out of the house to "enjoy summer break". I just want to work!!! lol.
Anyway, quick WIP breakdown.
I think I'm about done with the diffuse, but i want to add something to the back of the big disk, right now, its very plain. Maybe add a few more of my own little details here and there. I gotta get going on the spec map. I'm really hoping it will really make the piece.
I'm not sure if unreal can handle semi-transparency via an opacity map. I'm having some trouble with that. Every time i set the alpha of the diffuse (which is built as a greyscale opacity map) areas that are semi-transparent either are completely transparent, or not at all. Any help would be nice.
Also, i had a hard time getting the gold areas to look metalic, but I seem to have fixed that (to a point) with the use of a small specular power map. I am unfamiliar with specular power in general, so if anyone could offer suggestions on that I would be appreciative.
Looking good man. A reflection map might help pop those gold surfaces.
Sorry, I got a little confused by that. You mean i need a separate texture sample for my alpha and use it as the opacity, rather than opacity map node in the UE3 material editor?
However, you can have two materials use the same exact textures, so you don't need to make new UVs or texture sheets or anything. You just need to set up the mesh before export to use submaterials and specify what geometry will use the unlit material. If you're using Max, this can be done by creating a Multi/SubObject material and applying it to the mesh before export.
(sorry for slew of afterthought posts)
Doesn't this mean I loose my shineyness in those areas. Ie: the crystal at the top of the pull-lever, the coils? what would PC suggest here?
The chair wood frame looks less like wood and more like pressed copper or something. I would work on the that by adding wood stain/dirt build up in the cracks.
Looks great though!
Are you referring to the unreal version I posted? (the prior sheet had no spec map.
The wood is intended to be polished, but i suppose i could add grunge all around the model.
Right now I'm still trying to figure out a way to get the crystal to look shiny AND partially transparent in UE3
New shots out of Unreal
Thanks. A great suggestion, accepted an applied.
Here are the latest from marmoset and UE3.
I'm not very good with marmoset, i cant figure out how to mess with the spec just right, but it looks pretty good in UE3.
I got the Opacity to play nice, so the cords are working properly now.
I think I'm done poking at this. I think I'll move on.