do you use projection master to get the wraps lined up around the clubs, without doing that i find it hard to make the wraps run together around a cylinder shape
I'd suggest toning down the noise on your objects. Everything looks like it's made out of sandstone because of the bumpyness. I really think that will help your textures look better. But keep up the good work! Your doing good!
A good start! What kind of reference are you using to work on this? I ask because I feel like you're going for a type of wrap-Kevlar on the torso, but no shielding with it. If its a sci-fi soldier of the future - the design is up to you and I'll leave the artistic direction in your hands! However having a bunch of real-life and working physical examples go a long way in helping one to innovate an awesome new look for a soldier.
My only suggestion is to get your secondary forms in before detailing. This way you'll set up a very strong silhouette and eliminate anatomical issues before they become severe. I'm looking forward to your next post!
Thanks Dan. I wasn't using any reference, and yeah its just a random sci-fi soldier of the future.
I really need to model more from reference photos, and get in more secondary forms like you said. Thanks for the advice!
I made this yesterday after work it was for fun/practice, rendered in unreal engine 3:
I've been wanting to make a knight for quite some time and i started making some basic armor:
At the moment, specifically chain mail:
448 triangles on the colored parts. I need a few more polys on the elbow. And i accidentally rendered the arms with a lambert material so i they aren't shiny.
haha thanks, the little apes i just tossed together and put in there for the hell of it.
I agree with you on the stiffness, i think most of that is from me animating them poorly. I just posed them really quick and exported like that i didn't rig them onto a skeleton yet.
I started making this forest in a different way then the last. Not using the UE3 terrain. It takes a little longer, but i have a lot more control over the landscape. Which is letting me have a lot more fun with the flow of the game-play.
starting to look quite nice but the shadows are almost invisible and it all looks a bit flat like theres not much colour contrast in the foreground at all
this is a really cool scene you have going on here. i do agree that it looks too flat. maybe a bit more light to bring out the awesomeness going on here?
still very dull and flat which is a shame as the models and textures dont look bad, check this out http://boards.polycount.net/showthread.php?t=68046 it has shine coming off the water a bit of shine coming off some of the rocks etc, really the atmosphere is dull right now even if its a night scene or cloudy you can still kick out some cool stuff in unreal check out the lighting and atmosphere in this http://boards.polycount.net/showthread.php?t=66330&page=5 get some interesting lighting in there!
Thanks Ged. I'll work on the lighting and atmosphere some more today.
I seen those two environments before and i really liked them. Thanks for posting them, they are great UE3 references for my scene.
I really need to make some spec maps. Right now they don't have any ! :X !
I think thats contributing a lot to the dullness.
I don't know if i'll be able to get good shadows in this environment on here, because i'm using models for the ground. I heard theres some problems with getting shadows that way.
I'm glad you like the models and textures because i'm not really pleased with them.
Spec maps, lighting, fog, rain, build tower on hill.. are what i want to work on today after work.
Replies
Edit: update of that soldier model above:
Edit: update again:
It's a giant fang that has been used as a club. It's not old, but its gone through a lot of abuse
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A wooden beam i made tonight:
Flat color - no shader applied
Basic shader applied
low poly in maya: 52 triangles
My only suggestion is to get your secondary forms in before detailing. This way you'll set up a very strong silhouette and eliminate anatomical issues before they become severe. I'm looking forward to your next post!
I really need to model more from reference photos, and get in more secondary forms like you said. Thanks for the advice!
I made this yesterday after work it was for fun/practice, rendered in unreal engine 3:
At the moment, specifically chain mail:
448 triangles on the colored parts. I need a few more polys on the elbow. And i accidentally rendered the arms with a lambert material so i they aren't shiny.
EDIT: helmet has too many polys in comparison to the rest of it
i got it down to 1748 triangles
edit: current render:
1644 triangless 1024 texture space
I have about half of it textured
Edit: Started meshing out some plate armor:
The UE3 pics look fairly good, not sure the models are animating or deforming well though, looks stiff
I agree with you on the stiffness, i think most of that is from me animating them poorly. I just posed them really quick and exported like that i didn't rig them onto a skeleton yet.
This is what i was working on today:
I started working on some more armor i'll be posting that soon.
I started making this forest in a different way then the last. Not using the UE3 terrain. It takes a little longer, but i have a lot more control over the landscape. Which is letting me have a lot more fun with the flow of the game-play.
I worked on it some more today. This is what its looking like now:
I seen those two environments before and i really liked them. Thanks for posting them, they are great UE3 references for my scene.
I really need to make some spec maps. Right now they don't have any ! :X !
I think thats contributing a lot to the dullness.
I don't know if i'll be able to get good shadows in this environment on here, because i'm using models for the ground. I heard theres some problems with getting shadows that way.
I'm glad you like the models and textures because i'm not really pleased with them.
Spec maps, lighting, fog, rain, build tower on hill.. are what i want to work on today after work.
This rain looks shitty, but in this shot i put up a spiral wooden walkway around the tower.
Edit: still way too dark. update soon