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Rens - couple 3d pieces

So i've been working on some pieces for in my portfolio.
Still have one to finish, maybe polish a bit here and there and then im taking a break for a bit, while await my aplication resonse.


I want you guys to put on the bastard hats and tell me what im doing wrong.


Im pretty happy with this one, though there are a few bleed spots due to a too close alpha overlay. Maybe some things here and there i would like to change..
regenerator_lowpoly.jpg
regenerator_highpoly.jpg
regenerator_maps.jpg
regenerator_lights.jpg
regenerator_rotation.jpg


This piece was more of a practice between things.
Build it in a days time, more playing with the maps then actual 3d to see how much i can get out of it. Still not done i guess
tripmine_lowpoly.jpg
tripmine_maps.jpg
tripmine_lights.jpg


I just wrapped this one up,
having alot of trouble with getting things to look right. also found it quite difficult to get interresting spots in marmoset due to .. i dont know, id say the shape was much more difficult then the two others i made above.

Im not too pleased with the maps, probably a bit too noisy for my taste
(The uv's are built for a 1024 or bigger)
dush_lowpoly.jpg
dush_maps.jpg
dush_rotation.jpg


yeah.. uhmm..

:)

Replies

  • Razorb
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    Razorb polycounter lvl 15
    \o/ lookin good! you dirty halo whore :D! i like the mine and the little robot thing, they came out nice, keep goin man!
  • P442
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    P442 polycounter lvl 8
    i can't say that I see anything "wrong" with any of these models
    they're actually pretty good
  • Ben Apuna
    Nice :)

    It depends on how clean you want these things looking but perhaps the camera tripod thingy could use some dirt on it's feet.

    There seem to be some messed up triangles on the G4H DuSH near the rear end on the green parts that are intersecting the gray cylinder. They look light blue but I think they should be that AO looking dark green you have on the other intersecting parts. Maybe I should post a pic that would be more clear...

    rens_stuff_01.jpg
  • Rens
    Razor \o/

    Thanks lads, guess ill just continue then :)

    The spots you point at ben.. i duno whats happening there.
    Might be something inverted, wich i highly doubt but will check it again.
    Also marmoset likes to play tricks on me, but its probably something i did.
    Unless i got more to fix on the dush, ill just fix that in the presentation within photoshop,

    will look up whats causing it though to prevent it from happening :)
  • pixelmitherer
    I really like these. Especially the robot tripod thingy.
    How do you find working with Marmoset for this kind of portfolio work?
  • DEElekgolo
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    DEElekgolo interpolator
    Hey! One of my friends tried to make that rocket launcher but he never got the topology down good like that. Or even dared go as far as uving. Let alone texture. Good job!
  • Joseph Silverman
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    Joseph Silverman polycounter lvl 17
    Hey man, it's all pretty solid and the models/normals/uv usage are great, but i'm not digging the texturing on 1 and 3 at all. The tripod seems a bit too uniform, i'm expecting different coloration up top, the two rather similar shades of beige blend together quit ea bit, what about a metallic grey or a blacker tone? Model number, name, manufactuerers logo?

    The rocket launcher i don't know if your lighting is part of it or what but the textures really aren't working at all for me. It looks like it's made out of plastic.and foam. The barrel is way too light in diffuse and doesnt have much specular info, the casing has too much diffuse information and not enough spec, and the black material just looks standard ceegeee bad.
    The aimpoint, conversely, looks great.

    The middle of the 3 props looks fantastic though.
  • Rens
    Well i have no experience with other engines to be honost, so marmoset is the way to go for me.
    Its simple, easy to get good resolds, but it can be tricky! over exposure is my biggest enemy.

    You are limited with the lights, but then again, its not about creating the perfect light setup for me, its about showing off the model and its doing a fine job at that :)

    It does seem to feel different for each piece i've built, some are showing good from the start, others i have a realy hard time with making it to look good. long pieces like the g4h dush are things i would like to avoid, might be my un experienced ass, but they only light well from a few angles or it gets over exposed fast, though my settings might have been quite off.


    deelek, thanks buddy!
    It was quite a pain building it, its shapes are quite interresting, but also tricky, specialy with just a flat concept to work from it had a bit of guess work here and there.

    I think the uv's were the most fun i got out of building that one :)
  • Rens
    Sounds good suprore, thanks!
    some info i can built uppon, ill hit the maps again, makes some changes and see how it goes :)
  • DEElekgolo
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    DEElekgolo interpolator
    Have you ever thought about modeling forerunner?
  • Rens
    If you look at the mine, you can see quite a bit of forerunner style blend in. (or that is atleast what i tried)

    I do want to pick up some level pieces, the map construct is really inspireing in that way.
    Really great styles and shapes, so it is on my to do list i suppose, though im not sure what it will be :D
  • HAL
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    HAL polycounter lvl 13
    Loving the design on those, but can you provide us with a larger pic of the tripod's mounting?

    It could be just my eyes but it looks to me like you got an inverted normal map there, which caused the black edge on that round thingy.

    Might be wrong though.

    What did you use to bake it? 3ds or xnormal?
  • Rens
    I dont really follow wich spot you mean exactly, but i dont see anything that is unintended.
    Marmoset doesnt run on this pc so ill make a bigger shot when i switch back to the other :)

    All normalmapping is done within 3ds max, have not taken the time to look at xnormal yet :(
  • HAL
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    HAL polycounter lvl 13
    Did you invert the greenchannel of the norm after baking? Marmoset likes it the other way round than max renders it.

    e:// the inverted normal map thing might explain the stuff Ben pointed out, too.


    overpaintKopie.jpg
  • Rens
    erwww did not know that! thanks for the headsup man
    Guess ill have to make some more changes :D
  • Rens
    Oke i made a list of alot of things, ill be hitting these suckers hard.

    tripod
    - less seams in the uv parts
    - more dirt
    - sun damage kind of effects
    - invert the green channel in the normalmap?
    - overall polish to pimp it out
    - repose in marmoset
    - maybe add a shot with its legs held up


    tripmine
    - add some more details in the maps, dont know if i will make new presentation shots in marmoset, but if i can get alot done in a day or so,
    - also invert the green channel?


    g4h dush,
    i like the shape alot, but the maps are killing it,
    - tear the maps down, and make alot of changes,
    changes in the colors, changes in kinds of material
    - also remove some seams,
    - add more dirt and sundamage ect
    - green channel
    - add more details in the normalmap, and replace a few things
    - maybe add some more detail to the scope
    - kickass



    .. thats about it for now, ill report back in a few days.
  • conte
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    conte polycounter lvl 18
    that looks really nice, Rens.
    glad to see some threedee from ya.
  • Rens
    Thanks buddy! :D


    I made some changes here and there, hope you can see it

    (the shading that went wrong, happened to be a double edge and some not very well connected verts.. doh)


    dush_mapsupdate.jpg

    dush_rotationupdate.jpg
  • HAL
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    HAL polycounter lvl 13
    Looking way better now, the inverted greenchannel did the trick?
  • Rens
    well it did something, but it was not as big as i thought it would be,
    the biggest change was probably in the specular map, and how i treated marmoset

    i also did some things for the tripod, but inverting the green did not make a big difference somehow, and i think ill just update the maps and leave the presentation shots, because i like them :)
  • D4V1DC
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    D4V1DC polycounter lvl 18
    I really like that camera, Nice work! Keep on!
  • JasonLavoie
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    JasonLavoie polycounter lvl 18
    Thaaankk you rens for changing that gun texture up, I knew it would look much better without the weird inconsistencies in colour choices (not your fault).

    Great work Rens, now lets see you get a small scene up and running, I want to ren's true power unleashed!
  • Rens
    thanks sinz :)


    jason \o/



    trying to wrap the sculpting up in a day or two,

    floodformwip.jpg
  • crazyfingers
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    crazyfingers polycounter lvl 10
    Holy! Kinda looks like a chicken/ wasp/ human/ zombie thing. Wicked.
  • JasonLavoie
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    JasonLavoie polycounter lvl 18
    WHERE IS THE HALOZ?!

    Ha ha, like I said before buddy, this looks niiice :) Nice to see you do some organic stuff as well.

    You're my hero!
  • Rens
    too bad i cannot take credit for the concept crazyfingers :)
    Its really a fun creature that leaves alot of room to improvise and go crazy myself



    jason, i love you man


    oh btw, its a floodform, it is haloz. <starts running>
  • Rens
    This was over before
    Before it ever began
    floodformwip2.jpg
  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
    Sweet stuff all around! I have one quick question, though. Your poly flow doesn't seem to match up at all in some areas of your first project, which makes me curious.

    You're able to get your work into the Marmoset engine fine, but why not practice clean topology? Is there a method to your madness?

    Just curious :)

    The image shows what I'm talking about:
    regenerator_lowpoly.jpg
  • carlo_c
    I picked up the art of halo 3 book the other day (saw it on offer :) ) and just wanted to say you did a good job on translating the concepts into 3d.
  • Rens
    Haiasi, i wish i could throw you into a pit of madness, but unfortunately, there is no real magic going on :(

    just like the lens and other parts of the model, its intersecting, instead of being one solid modeled piece, wich could have been better for some parts i suppose.. :(

    (shot from an unpolished version on this computer)

    hope this awnsers your question :)
    regenerator_wire.jpg



    Thanks alot carlo, really great to hear! :D
  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
    I understand now. I realized you had multiple pieces but the ones in that area just lined up perfectly to make it appear as if you had some erroneous cuts :p

    This is MADNESS!!
  • monkeyboy_garth
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    monkeyboy_garth polycounter lvl 9
    Looking good Rens! I like the rocket launcher-y thing a lot more now (I found the G4H - DuSH text very distracting in the first version) and the colour tweaks are definitely better.
  • Rens
    Good to hear garth, thanks :D


    going for a last polish round on this guy, need to get moving

    DO IT
    floodform_highpoly.jpg
  • Rens
    i failed quite hard on this one,

    too much went wrong,
    but i suppose i learned a few new tricks here and there,

    only thing that makes me happy about this model is shape + normalmap works quite well :)

    lets just call it finished for now
    floodform_lowpoly.jpg
    floodform_maps.jpg
    floodform_lights.jpg
  • aesir
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    aesir polycounter lvl 18
    are trees growing out of it's face?

    If I was at home I'd give you an awesome ref I collected a few years back that will gross it up.
  • Mister Sentient
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    Mister Sentient polycounter lvl 18
    That's pretty cool, Rens, even though it didn't turn out quite the way you would have liked.
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