Another 4 hours recorded, all thats left is head > final tweaks > unwrap > texture > rig
Ughh my pc rig irks me, 19.2ghz processer with 1gb graphics card, bottlenecked by 2gb ddr3 ram " In other words max has a lovely habit of dying on me when i push it a little too far when rendering. Blehh Sleep need tea ;D
After ending a horrible summer, I've made a resolution to kick my butt into gear and get back into the seat. The last time I did anything 3d was about a year ago. I have been in the realm of 2d UI stuff so I'm easing back in. Thanks to the awesome tuts from PhilipK, I figured a sci fi wall panel would be a great piece to get the rusty gears in motion. Didn't want a complex technical piece, so its pretty simple.
First time putting together a semi effective workflow! Maya>Zbrush>Topogun>PS>Profit!
UDK is still a bit washy for me, so the whole import/set up process there was iffy. And it doesnt line up perfectly, but im sure thats some error on my part with the pivot point in Maya.
inspired/followed PhilipK and Bram's tuts!
Trying to take some steps towards learning some basics of game art figured modular environments would be a good start!
Looking cool AtlusZMH. A nice thing to do when you working with stuff for UDK in maya is to set up the grid like UDK. It helps lining up does damn pieces (:
After ending a horrible summer, I've made a resolution to kick my butt into gear and get back into the seat. The last time I did anything 3d was about a year ago. I have been in the realm of 2d UI stuff so I'm easing back in. Thanks to the awesome tuts from PhilipK, I figured a sci fi wall panel would be a great piece to get the rusty gears in motion. Didn't want a complex technical piece, so its pretty simple.
I'm open to all crits.
commador: solid highpoly and design for a wall !
However the specular & paint need some work.
The blue paint is way too saturated.
The specular need updating, atm is just a copy of your diffuse with different color.
paint = very dark /black specular. (don't even bother to color those)
metal = darker diffuse, brighter specular. (a metal is defined by the specular)
Also the wear on the sides of the blue paint is too big, remember scratches occur where the surface would be the most exposed - for example sharp corners and edges.
Therefore the logical tear scratches would occur on the top/bottom of the blue paint square shape instead of the sides.
Looking cool AtlusZMH. A nice thing to do when you working with stuff for UDK in maya is to set up the grid like UDK. It helps lining up does damn pieces (:
I am making part of a robot.
I say part of one as I haven't actually figured out what it's limbs should be yet. reference sketch
I was kinda terrified to post these at all cuz I know that they're pretty bad. even though I'm just making a low-poly mesh and then going to UVmap and texture it, it's still kinda foreboding considering what most people do these days.
:thumbup:
Nice sword slum and good work on the texturing part.
If something should be redone, id probably take a look on the "sharp edge" on the sword, I think it's too bright and the pattern doesnt seem right.
that grass looks really nice, how'd you do that? Seems like a whole lot of polygons.
the wall could probably use some moss, specially in the crevices, but it's looking pretty good too.
The specular need updating, atm is just a copy of your diffuse with different color.
paint = very dark /black specular. (don't even bother to color those)
metal = darker diffuse, brighter specular. (a metal is defined by the specular)
Also the wear on the sides of the blue paint is too big, remember scratches occur where the surface would be the most exposed - for example sharp corners and edges.
Therefore the logical tear scratches would occur on the top/bottom of the blue paint square shape instead of the sides.
Here is an update. After tweaking the diffuse, I did a comparison and couldn't believe how saturated it actually was before. I redid the specular from scratch, thinking about surface definition above all else.
nice work Austin! I realize it's a wip, but a few things that stand out to me are the steps looking a little plain, and the escalator differing from the concept in a few key ways. Also, I think if you made the entire set up steeper, the scene would match the concept a bit better, make up for the different fov perhaps, and also just give the steps and escalator more screen presence i think? just my immediate thoughts :O
Hey, first post here on polycount. I started this little 3d sketch for one of my project. This is the first time i sculpt a face on +1M poly. I've done this without reference to test myself. No render, everything out of Mudbox + Gimp. A little paint layer in Mud too.
@ papa_Austin: i like this style, the shades of green are awesome.
Replies
Ughh my pc rig irks me, 19.2ghz processer with 1gb graphics card, bottlenecked by 2gb ddr3 ram " In other words max has a lovely habit of dying on me when i push it a little too far when rendering. Blehh Sleep need tea ;D
just a duck I am building to get a new point of view on my other Project
Shepard.
I just start model based on a painting I made :
more on the man with the cowboy clown shoes....still having issues with the arm/shoulder area.
I'm open to all crits.
My own shot at a modular wall
First time putting together a semi effective workflow! Maya>Zbrush>Topogun>PS>Profit!
UDK is still a bit washy for me, so the whole import/set up process there was iffy. And it doesnt line up perfectly, but im sure thats some error on my part with the pivot point in Maya.
inspired/followed PhilipK and Bram's tuts!
Trying to take some steps towards learning some basics of game art figured modular environments would be a good start!
commador: solid highpoly and design for a wall !
However the specular & paint need some work.
The blue paint is way too saturated.
The specular need updating, atm is just a copy of your diffuse with different color.
paint = very dark /black specular. (don't even bother to color those)
metal = darker diffuse, brighter specular. (a metal is defined by the specular)
Also the wear on the sides of the blue paint is too big, remember scratches occur where the surface would be the most exposed - for example sharp corners and edges.
Therefore the logical tear scratches would occur on the top/bottom of the blue paint square shape instead of the sides.
Thanks!
How do you set up Maya's grid like UDK? :O
Reminds me of some art dump i saw from one of the later final fantasy games, maybe 13, i forget
I say part of one as I haven't actually figured out what it's limbs should be yet.
reference sketch
I was kinda terrified to post these at all cuz I know that they're pretty bad. even though I'm just making a low-poly mesh and then going to UVmap and texture it, it's still kinda foreboding considering what most people do these days.
so.... yeah.
wood noob sword for an RPG that doesn't exist..still wip for now.
Nice sword slum and good work on the texturing part.
If something should be redone, id probably take a look on the "sharp edge" on the sword, I think it's too bright and the pattern doesnt seem right.
Regards Growgor
in to this
the wall could probably use some moss, specially in the crevices, but it's looking pretty good too.
johnneyraptor: you should give him a big back hump like http://symonsez.files.wordpress.com/2008/05/spanish-pigs.jpg
-Woog
erhm ... guess i'll call this a vlauestudy
I made a desert scene of a pack of Adasauruses going in for the kill.
tnx ^^
Niwon , the DOF seems very odd , also maybe try to get some stronger lighting in there
Here is an update. After tweaking the diffuse, I did a comparison and couldn't believe how saturated it actually was before. I redid the specular from scratch, thinking about surface definition above all else.
I agree. This looks intriguing. Is it an online game? iPad? Whatever it is, I demand moar!
See a doctor ;P
nah I think they are all based on pig faces in some way :P
them bitches are fake.
@ papa_Austin: i like this style, the shades of green are awesome.