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..
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
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)
yeah.. uhmm..
Replies
they're actually pretty good
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...
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
How do you find working with Marmoset for this kind of portfolio work?
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.
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
some info i can built uppon, ill hit the maps again, makes some changes and see how it goes
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
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?
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
e:// the inverted normal map thing might explain the stuff Ben pointed out, too.
Guess ill have to make some more changes
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.
glad to see some threedee from ya.
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)
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
Great work Rens, now lets see you get a small scene up and running, I want to ren's true power unleashed!
jason \o/
trying to wrap the sculpting up in a day or two,
Ha ha, like I said before buddy, this looks niiice Nice to see you do some organic stuff as well.
You're my hero!
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>
Before it ever began
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:
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
Thanks alot carlo, really great to hear!
This is MADNESS!!
going for a last polish round on this guy, need to get moving
DO IT
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
If I was at home I'd give you an awesome ref I collected a few years back that will gross it up.