I have made a base model for the not-so-fancy simulator graphics engine at my job. It only has a diffuse map since the Cal3D plugin we're using only supports this. Next thing to do is to animate this little fellow:
I know this isnt anything special given the level of work here, but I've been working with the stone texture i showed a couple of pages back. The post is just a stand in placement. the normal map isnt really doing a whole lot...I welcome suggestions....mainly going for a hand painted look.
Depends on the look you're tryuing to accomplish I guess, if you're going for a Torchlight/WoW/cartoon/hand-painted style you might not need the normal map at all. I like the cholor scheme but it's overly blurry at the moment and I can't quite tell what the green on the top is supposed to be.
Another gun for my portfolio. Based on a concept art from the Borderlands game. High poly is almost done. I'll post other views later (my comp renders so slow).
looking good but u need a new grip, its too old for this gun
@felipefrango: thanks man, that's actually what I was going for so I'm glad it's somewhat recognizable Should be more obvious once I get the gear on him
just managed to put everything together thanks to decimation master, still keeping the files seperate though so I can fix stuff but hes almost there now, Gonna start thinking about weapons now Hopefully I got time to polypaint everything and start retop
@felipefrango: thanks man, that's actually what I was going for so I'm glad it's somewhat recognizable Should be more obvious once I get the gear on him
Hah cool, now I'm even more excited to see how this goes, keep us updated!
crazyfool, the sculpt looks massive but his head looks tacked on there, no neck or anything? Like it's resting on a flat plane without anything holding it there.
Beautiful stuff Harry - only nitpick would be that at the moment the weight of the backpack doesn't feel like it's doing much to the shirt via its straps.
I agree, it felt too soft for me, how does this look. I've cleaned up a lot and added some sharper edges that should help with the silhouette and give it some more interest, even if it is just a rock lol
If I had to say something, desaturate a little and build up dirt or something into the cracks and cavities, right now seems like the normals are doing all the work.
idk maybe you don't even need to do that, but this is what Photoshop whispered to me
Depends on the look you're tryuing to accomplish I guess, if you're going for a Torchlight/WoW/cartoon/hand-painted style you might not need the normal map at all. I like the cholor scheme but it's overly blurry at the moment and I can't quite tell what the green on the top is supposed to be.
Thanks that helped I think. Here is a smoothed and unsmoothed version after breaking up the moss top and the wall into two separate pieces and running some filters in PS. I still have a bump going on as well.
I haven't obviously gotten into the lighting yet, but I am very open to anyones suggestions, thanks and be well.
dgozmo
Cool model, but your texture a bit too dark and "dirty" at the moment.
It looks like not having enough contrast.
katana
Dude, I thought the green thing that grow on top of the stone wall is a grass. Do you think the moss will grow evenly on a direct sunlight? I don't think so, because they need some moisture to live. I think it'll have more chance to grow in the lower part of the stone wall and the cracks between the stone.
I've been hand making this cliff for my environment, well... that makes 1 cliff down... and several others to go... perhaps I should consider some more tiling for some of the less important cliffs.
Nothing is photo-sourced.
Sculpted in Mudbox, Decimated, UVed in Maya, Normals and AO baked in xNormal, Textures Painted in Photoshop, Detail Normals made in CrazyBump composited into normal in in Photoshop. Maya 2011 Viewport, High Quality Rendering.
More work in progress stuff! I got more of the buildings figured out. Now I just need to go in there and start polishing some of my scripted sequences. Once I get all that figured out I'll go in and start adding final art and fixing up my mountains a bit more.
Been making little props to fill time before I leave. It's 108 tris per block so you probably wouldn't want to actually assemble any walls with them. 256 color and specular, 512 normal, a bit much.
dgozmo katana
Dude, I thought the green thing that grow on top of the stone wall is a grass. Do you think the moss will grow evenly on a direct sunlight? I don't think so, because they need some moisture to live. I think it'll have more chance to grow in the lower part of the stone wall and the cracks between the stone.
_Revel
Thanks, I now feel like an idiot...lol. It wasn't enough to look at pictures of moss, but to understand where and why it grows...lol. As such the textures make no sense. The picture i referenced was a wall holding back and embankment of grass...if there wa shade from a tree and the moisture ran down the hill and settled in the cracks of the wall, then maybe i could get this effect. Oh well if it was easy everyone would be doing it...thanks for the input.
Looks great Andre ; especially your wood textures. That DOF seems a bit overdone and throws the piece out of scale.
Also, you might want to change the compression settings of the normal map used by your water material; there's some nasty DXT compression artifacts visible.
But yeah, can't really offer any real crits apart from random nitpicking. Perhaps composition could be a little bit different? My eyes keep wandering off in the direction of that blurry corner.
I think you should nitpick. That's the only way for me to get better. I agree with what you said but I'm not gonna touch the scene in a long time. Still like to hear you out though.
Should have seen how it looked before I pulled it in this direction. It was absolute wank (in a bad way). Luckily i got some nice crits from friends and managed to turn it around. I got so artblind it was crazy. I worked nonstop on it pretty much.
For example Xoliul the master of everything that he is showed me how to do awesome waterstuff/effects. Dude deserves gold cookies with diamond chunks in them.
Fun fact about this scene that I did this to show/relearn my maya skills quickly. Hadn't touched the program for 3 years so I'm pretty proud of it for that reason.
About the water, maybe that's the foam you see? around the pillars and stuff? Could have done that better I agree. Struggled with the sorting/transparency a few times. I could have planned the scene better aswell to get the texture count down even more.
Here's the last WIP pic before the new lightchange and texture approach
EDIT. Yeah. the dof is nasty... dang... maybe i did it partly to blur out the "stencil" of a tower i had back there.
Notorious P.I.G - looks great, loads of people take on the SD test and not many get to this level imho. The water looks like it needs some more loving like teaandcigarettes said. maybe some more debris or algae around the place would look cool aswell
does anyone know what kind of rifle this is? im trying to model it and i want to get some better ref pics of the bolt area, the site i got it from just calls it "big gun"
iv allready started the main body of it which is going ok but its just that bolt and receiver(think thats what its called) that i cant really do from this ref
Half or more of commercial bolt action rifles are in some ways a copy of the Mauser action, it's the most successful bolt action design ever. Basically has yet to be trumped. All of the old US military rifles (M1903 etc) are Mauser-based, as are most hunting rifles.
Expert gunhavers tell me you're looking at an older Weatherby Mk.V. Sorry I got no eyes for non-military rifles.
Half or more of commercial bolt action rifles are in some ways a copy of the Mauser action, it's the most successful bolt action design ever. Basically has yet to be trumped. All of the old US military rifles (M1903 etc) are Mauser-based, as are most hunting rifles.
Expert gunhavers tell me you're looking at an older Weatherby Mk.V. Sorry I got no eyes for non-military rifles.
i think your right i googled it and it comes up with identical rifles
trying to work out how to make it, it looks like the cover bit for the action molds right into the barrel
ok heres some pics mainly just the body working on the trigger guard at the moment but i cant decide how i should make it, the one i have there was made with a spline but im not sure if i like doing it that way of if theres a better way
think the body just before it joins the stock is to hard need to round it off a bit more i think
Replies
Nice! Reminds me of this, which is definitely a compliment.
:P
looking good but u need a new grip, its too old for this gun
Hah cool, now I'm even more excited to see how this goes, keep us updated!
----
My first experience (at least :P) with normal maps... I used Maya for baking and that's the result. Any suggestions?
idk maybe you don't even need to do that, but this is what Photoshop whispered to me
Thanks that helped I think. Here is a smoothed and unsmoothed version after breaking up the moss top and the wall into two separate pieces and running some filters in PS. I still have a bump going on as well.
I haven't obviously gotten into the lighting yet, but I am very open to anyones suggestions, thanks and be well.
Cool model, but your texture a bit too dark and "dirty" at the moment.
It looks like not having enough contrast.
katana
Dude, I thought the green thing that grow on top of the stone wall is a grass. Do you think the moss will grow evenly on a direct sunlight? I don't think so, because they need some moisture to live. I think it'll have more chance to grow in the lower part of the stone wall and the cracks between the stone.
_Revel
Nothing is photo-sourced.
Sculpted in Mudbox, Decimated, UVed in Maya, Normals and AO baked in xNormal, Textures Painted in Photoshop, Detail Normals made in CrazyBump composited into normal in in Photoshop. Maya 2011 Viewport, High Quality Rendering.
Early WIP on a lady character...crits very welcome!
- vivi
Thanks, I now feel like an idiot...lol. It wasn't enough to look at pictures of moss, but to understand where and why it grows...lol. As such the textures make no sense. The picture i referenced was a wall holding back and embankment of grass...if there wa shade from a tree and the moisture ran down the hill and settled in the cracks of the wall, then
maybe i could get this effect. Oh well if it was easy everyone would be doing it...thanks for the input.
Also, you might want to change the compression settings of the normal map used by your water material; there's some nasty DXT compression artifacts visible.
But yeah, can't really offer any real crits apart from random nitpicking. Perhaps composition could be a little bit different? My eyes keep wandering off in the direction of that blurry corner.
Great stuff.
Should have seen how it looked before I pulled it in this direction. It was absolute wank (in a bad way). Luckily i got some nice crits from friends and managed to turn it around. I got so artblind it was crazy. I worked nonstop on it pretty much.
For example Xoliul the master of everything that he is showed me how to do awesome waterstuff/effects. Dude deserves gold cookies with diamond chunks in them.
Fun fact about this scene that I did this to show/relearn my maya skills quickly. Hadn't touched the program for 3 years so I'm pretty proud of it for that reason.
About the water, maybe that's the foam you see? around the pillars and stuff? Could have done that better I agree. Struggled with the sorting/transparency a few times. I could have planned the scene better aswell to get the texture count down even more.
Here's the last WIP pic before the new lightchange and texture approach
EDIT. Yeah. the dof is nasty... dang... maybe i did it partly to blur out the "stencil" of a tower i had back there.
iv allready started the main body of it which is going ok but its just that bolt and receiver(think thats what its called) that i cant really do from this ref
cheers
It looks a bit like a Mauser but I'll leave the naming to the more knowledgeable people.
cheers, yeah iv been trying to figure it out im 90% sure its not a m1 garand because they have more parts that make up the main body
do you think the action would be basically the same for most guns?
As for the action being the same or not, they are similar for the msot part but visually they may look different.
EDIT: definitely not a Mauser.
Expert gunhavers tell me you're looking at an older Weatherby Mk.V. Sorry I got no eyes for non-military rifles.
i think your right i googled it and it comes up with identical rifles
trying to work out how to make it, it looks like the cover bit for the action molds right into the barrel
ok heres some pics mainly just the body working on the trigger guard at the moment but i cant decide how i should make it, the one i have there was made with a spline but im not sure if i like doing it that way of if theres a better way
think the body just before it joins the stock is to hard need to round it off a bit more i think