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Futuristic Fuel Rig

polycounter lvl 15
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cycloverid polycounter lvl 15
This prop is based on a concept by Ben Mauro (shown below). I can't really explain this fetish I've had with realistic/stylized, so either it's evolving or I should move on. Feel free to tell it to me straight!

Anyway, I didn't skimp on the polycount:

7219 tri // 1024X2048 D/N/S

Marmoset


GasCOMP2.jpg

Wires(shield your eyes if you're sensitive to lots of polygons):

GasWIRE.jpg

Original Concept:

BM_GAS_1138.jpg

The terminal seems to be designed for a small alien, with perhaps huge gangly limbs to manage the hoses. Either that or I misinterpreted the proportions in my model!

Hopefully all this practice will pay off for Unearthly Challenge.

Replies

  • iamtravis316
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    iamtravis316 polycounter lvl 11
    thats lookin pretty good, I'm lovin the textures.
  • Peris
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    Peris polycounter lvl 17
    that looks awesome cycloverid! The texturework looks great! Maybe some different tones on the different metalparts could help them pop out a little more, but then it would be different from the concept =)
  • oobersli
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    oobersli polycounter lvl 17
    looks great! Don't really have any crits. Spot on with the concept.
  • Ged
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    Ged interpolator
    lovely textures, must have been a nightmare to uv
  • JasonLavoie
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    JasonLavoie polycounter lvl 18
    This came out great cycloverid, but I do agree with Peris. In the concept, it has a bit of a purplish hue to some of the parts which if added, would bring this piece "alive" just a bit more.

    Either way the execution is flawless, I would love to see the flats as well.

    Great work man!
  • Cheapjuevos
    Yeah this came out real nice! I'd like to see your textures and hp model.

    -cheap
  • onionhead_o
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    onionhead_o polycounter lvl 16
    great model, like the textures. yeh i think the purplish hue thing that JasonLavoie and Peris talk about definately will enhance the whole model.
  • Vrav
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    Vrav polycounter lvl 11
    Nicely done prop. For some reason, I really like the aliased wireframe shot. It's beautiful, somehow.
  • thatnumpty
    gah! i wanted to model this! had it in the inspiration/to-do folder


    :D you did a great job
  • Snefer
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    Snefer polycounter lvl 16
    Nice :) I like the style, but damn you gave it alot of polys ^^ I think you nailed the style :]
  • P442
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    P442 polycounter lvl 8
    looks pretty good. I know coming up with "unearthly" anything can be a huge pain.
    From the concept, it looks like the orange part is supposed to be a monitor or display readout. I would suggest adding one contrasting color within the near monochromatic orange to help it read as a screen.
  • Ruz
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    Ruz polycount lvl 666
    love the colour choices. nice stuff
  • Ark
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    Ark polycounter lvl 11
    Awesome stuff, love the texturing.
  • cycloverid
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    cycloverid polycounter lvl 15
    iamtravis316: Thanks man, I'll post the textures below so you can take a look

    Peris: Hmm.. yeah I agree the metal is a bit monotone. Maybe I can just make some more subtle hue changes so it doesn't stray too far from the concept.

    oobersli: I changed a few things from the concept, but thanks for confirming that! I was wondering what people would think about the proportions.

    Ged: The UV'ing was NOT the most fun I've ever had, no. :)

    JasonLavoie: Definitely will be making a couple changes to the texture at some point. But, I'll post what I have so far.

    Cheapjuevos: Oh, I forgot about the hi-poly. I should be showing that off too.

    onionhead_o: 3rdly noted.

    Vrav: You must have the same poly craze I do. We both need rehab ASAP!

    thatnumpty: I was hoping no one had done this, it seemed like an obvious choice. HAH!

    Snefer: Thanks Snefer. The excess polys really is just to experiment with various 'baked details vs poly' differences in the final render. I'd be more optimal with a game asset, hopefully HR people won't think I'm a total fool.

    P442: 'Pretty good' works :). I think I need to work on super clean results, this one still have some roughness in places. Good suggestion on the screen.

    Ruz: Thanks.

    Ark: Will post texture below. Thanks!


    GasDiffuse.jpg

    After getting a while away from it, I might take down the grain a touch. A little more color variation wouldn't hurt either, as mentioned. I suppose I can play with the spec as well for color variation.
  • Zack Fowler
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    Zack Fowler polycounter lvl 11
    Hey man, really nice work! I love working on grungy metal so I hope you don't mind but I did a quick paintover suggestion for you:

    fuelstation_paintoverzf.gif

    Mostly I made some of the metals different tones from the others and added some stronger edge highlights and scratches. Hope this helps, some of it might just be personal preference. :)
  • cycloverid
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    cycloverid polycounter lvl 15
    Thanks Zack. I like how your Paintover suggests some various contrast changes. I think the general consensus is that the metal is reading too uniformly over the whole thing, so this I will take into consideration. It might be a little to grungy in your paintover for my tastes, but I certainly need to play around a bit with those ideas. There are areas that definitely need more grunge.

    Thanks again.
  • Zack Fowler
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    Zack Fowler polycounter lvl 11
    Yeah I can definitely see how my paintover would be too grungy or roughed up depending on what you're going for. I tend to go overboard with that kind of stuff because it's so much fun to paint in. :)

    It's looking great anyway, I just used this as an excuse to paint some metal for a change of pace from working on my environment hehe. When is that UC going to start anyway? :P
  • rasmus
    Nice stuff. ZackF's paintover adds poppage, though. And it's tiny, but I'm getting a slight "concrete" vibe from your grunge overlay on the metal.
  • Acid.
    Wow really nice work. For a second there I thought you were doing work for the game borderlands.

    I agree with zackF about the paint over.
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