without being able to see exactly what is going on with your mesh, i would bet that it is your topology that is working against your sculpting. a quick fix would be to retopo the high poly mesh you have now (working from a lower sub-d level) then reproject the details onto the new topology, which would get rid of the "saw tooth" effect you are seeing.
just a guess though, and regarding the retopo, i am not sure how to go about this in mudbox because i am a zbrush user. im sure someone will chime in though with a mini tut or something. good luck
Thanks:) Yep, it was the topology. Learned a good lesson here, never just take the topology for granted. Will keep an eye on it from now on!:D
I agree with you kaptainkernals, but in a game model Such a small grain will not be noticeable in a normal map, the only problem he has is that the normal map is showing it and it makes the wood look like made out of a rustic piece of wood. like a wood plank from a floor that doesn't need to be smooth at touch. Maybe i expressed my self wrong, I dint meant that the wood dint had to have some wood grain on it, but that it was too big like you said.
I have a ref around here somewhere that has wood with larger grain just like on my texture, but then again I've also seen M1 refs with laminate frames! Anyway it's not so pitted, and I've fixed this with just some selected pits that end up looking more like dents or the coating wearing away than anything. I've also softened up the wear which should help the spec do its job, and with a color tweak I think the metal looks considerably more awesome. This just goes to show what an extra hour can do.
I can't even describe how cool this looks in motion. I'll certainly need to add a video of this when I put together my portfolio.
Agreed much better, and yeah Hotkill, I know what you meant, I wasn't speaking about the grain on the rifle, was talking purely about the pitting on it. - or the Pores as you referred to them in your previous post.
Havnt touched anything 3d in about 2 month's so just breaking back into bash meshing. I started adding a few new poly lines to start on the clothes and still have'nt done anything to the face. 822 polies so far'
Going for something neko methinks, bored of the usual so why not?
Working on a sci-fi phone, need more inspiration lol, I just blocked out the high poly right now, looking through some pictures and stuff to see what more I could add..
Thanks:) Yep, it was the topology. Learned a good lesson here, never just take the topology for granted. Will keep an eye on it from now on!:D
yeah it took me a while to understand that it's way easier to just retopologize, than to try and work against the original topology of a sculpt.
i've noticed that most people will start from a generic shape or base mesh, then sculpt until they start seeing what you described as "saw tooth" looking geometry, then retopo, and continue working with the new topology. just a suggestion for workflow, but you could also just as easily start out with a more proper topolgy (from 3ds max or equivalent), and cut out the retopology step later on. good luck with future work, and with the creature :thumbup:
You are not spamming it up some of us are maybe fans of your work. The modifications look great. I'm not really one to give criticism on good work, unless I'm the first to point out something obvious However, the knife looks a little strange in above pictures. Would you mind doing a close up render of it?
Thanks Kitteh, Acumen,
I made a note of them, see if i can polish those out one of these days
Been messing around with this one, combined both xoliul with a bit of 3pointshading in photoshop
The posing and lighting is still weak, will try some variations to get that right
Holy cow racer! That garand is awsome! really great looking texture and model. Wish i could make metal like that
When are you going to upload your portfolio again? already waiting for "something good" :P
Racer: Thats damn hot, smaller grain looks better but it all seems a bit too blue.. that might be my monitor though or your scenes light, still damn hot.
Rens: Thats awesome, better pose/light should help immensly, as would a fuel rod cannon
Racer: mine is a major parts matching SA M1 with a serial number dating it to 1945, and aside from the really hardcore detailing (cartouches on the stock, proof marks like 'circle P' and the like) I don't know what else you can do.
I think you've done a great job presenting a wartime example. Best compliment I can give, bravo to the attention to detail as always. I think the most recent version with the reduced wood grain looks best.
I took you advice keres and made the phone slimmer, but I do want it to have some body thickness to portray that it has mass technology in it. I also want to add some type of holographic display projecting from the top, thats what the flip part will made of.
Here's a small update, I added some buttons, some on the top, some on the base. I also added a base screen, battery shield, and made the sides more smooth. I just noticed that the bottom part still has very sharp edge, so I will smooth that and add more stuff on my next update!
Little somethin' somethin' I'm whipping up. Kinda hard to tell what's going on since I've basically just blocked in shapes, but yeah. I'll cut out the detail for color when I get done with the basic stuff.
Gave a character sketch of a classmate a try :P I'm pretty new to character modeling btw so sorry for bad topology at some places, trying to keep it as clean as possible.
Spent a whole day figuring out mental ray and HDRI renders ... only to realize that after all, Mudbox just gives a more satisfying look with a mere realtime screengrab
Therefore, alien doodle head! hehe
I really like the sculpt you posted and the textures for the hard surface parts but like mightyPea and AlecMoody mentioned in your thread its your texture on the organic parts that doesnt really fit. Its too noisy (and a bit blurry perhaps?) That aside its looking nice!
Medestruit:
How exactly are you doing those shapes? are that vectors?
Anyway
Started detailing the helmet and blocked out another backpack here
(that head/face is a placeholder and my first atempt at a head so if anybody sees anything that doesnt look right
( alot of stuff atm I gues Oo) feel free to mention it
Spent a whole day figuring out mental ray and HDRI renders ... only to realize that after all, Mudbox just gives a more satisfying look with a mere realtime screengrab
Therefore, alien doodle head! hehe
I say you post the MR shots anyway, for comparison. Let us all see WHYYYYY the Mudbox render is better, as all 3 of those look real-time (Lack of AA).
Neato head tho! I'm getting a Carlos Huente vibe for some reason (I think the mouth reminds me of Pans Labyrinth stuff)
How exactly are you doing those shapes? are that vectors?
Nah, they're just hand drawn. I'm working in Manga Studio, and drawing everything by hand, blocking out my shapes then cutting out the lit areas(since there will be a lot of stuff in the dark due to it being lit by the moon, it's easier to cut out the detail than to draw it in). At the scale I'm working at, they're essentially vectors, though. It's at 1200DPI.
Nah, they're just hand drawn. I'm working in Manga Studio, and drawing everything by hand, blocking out my shapes then cutting out the lit areas(since there will be a lot of stuff in the dark due to it being lit by the moon, it's easier to cut out the detail than to draw it in). At the scale I'm working at, they're essentially vectors, though. It's at 1200DPI.
Scoob : Yeah I can live with a lack of AA - a very tiny drawback. Realtime results in a 3d painting program are 100x more productive than having to wait for a render and reload edited textures, I think.
Stefan : Ive been trying Vray too. I can do nice architectural materials just fine in Vray and MR, but when it comes to fleshy stuff I couldnt get the results I was after.
But as usual, the guy basically just says : "Oh yeah no big deal, its just an image based lighting" hehe. Theres much more to it than that, but so far I kinda gave up trying to figure it out! If someone knows how to achieve that great waxy material he has with soft shading, I'd love to hear about it!
just wanted to say that as the year draws to an end.. this thread delivered much win.
and with that in mind i hope that 2011 will be the same in terms of awesome (if not more :=)
Replies
Thanks:) Yep, it was the topology. Learned a good lesson here, never just take the topology for granted. Will keep an eye on it from now on!:D
I can't even describe how cool this looks in motion. I'll certainly need to add a video of this when I put together my portfolio.
Also really keen to see a vid of it.
Going for something neko methinks, bored of the usual so why not?
yeah it took me a while to understand that it's way easier to just retopologize, than to try and work against the original topology of a sculpt.
i've noticed that most people will start from a generic shape or base mesh, then sculpt until they start seeing what you described as "saw tooth" looking geometry, then retopo, and continue working with the new topology. just a suggestion for workflow, but you could also just as easily start out with a more proper topolgy (from 3ds max or equivalent), and cut out the retopology step later on. good luck with future work, and with the creature :thumbup:
Not rude at all, I'm just trying to box something out, all that christmas food really drained my mana, It'll get better I hope :poly122:
I'm thinking the back part of the phone is a little thick. Most new technology seems to go for compact/sleek/thin designs.
I really like the wood how it was on the post before this, the current one seems too saturated.
I'm loving this gun!
I made a note of them, see if i can polish those out one of these days
Been messing around with this one, combined both xoliul with a bit of 3pointshading in photoshop
The posing and lighting is still weak, will try some variations to get that right
@ Rens - like the grunt, you can tell he has attitude.
When are you going to upload your portfolio again? already waiting for "something good" :P
1850s Medic. I still need to add in some accessories to break up the symmetry
This lowpoly stuff is sooo much fun.
^ me :]
Rens: Thats awesome, better pose/light should help immensly, as would a fuel rod cannon
I think you've done a great job presenting a wartime example. Best compliment I can give, bravo to the attention to detail as always. I think the most recent version with the reduced wood grain looks best.
I took you advice keres and made the phone slimmer, but I do want it to have some body thickness to portray that it has mass technology in it. I also want to add some type of holographic display projecting from the top, thats what the flip part will made of.
Here's a small update, I added some buttons, some on the top, some on the base. I also added a base screen, battery shield, and made the sides more smooth. I just noticed that the bottom part still has very sharp edge, so I will smooth that and add more stuff on my next update!
This collection took about twenty or so minutes to make. Eh?
I think I'm done with the modeling portion?
Mind Traveler, that's looking really sweet!
Little somethin' somethin' I'm whipping up. Kinda hard to tell what's going on since I've basically just blocked in shapes, but yeah. I'll cut out the detail for color when I get done with the basic stuff.
too much contrast. I liked the old renders better. I bet it looks good in motion though.
Therefore, alien doodle head! hehe
Nice work, really like that stuff
Rens:
I really like the sculpt you posted and the textures for the hard surface parts but like mightyPea and AlecMoody mentioned in your thread its your texture on the organic parts that doesnt really fit. Its too noisy (and a bit blurry perhaps?) That aside its looking nice!
Medestruit:
How exactly are you doing those shapes? are that vectors?
Anyway
Started detailing the helmet and blocked out another backpack here
(that head/face is a placeholder and my first atempt at a head so if anybody sees anything that doesnt look right
( alot of stuff atm I gues Oo) feel free to mention it
I spent months figuring out mental ray only to switch to vray for the better lookz.
try vray!
I say you post the MR shots anyway, for comparison. Let us all see WHYYYYY the Mudbox render is better, as all 3 of those look real-time (Lack of AA).
Neato head tho! I'm getting a Carlos Huente vibe for some reason (I think the mouth reminds me of Pans Labyrinth stuff)
Jackwhat: Nice! I wish I could draw landscapes. I like the mix of colors, it adds plenty of large scale variation to the scene.
Will someone just get rens a job at Bungie/whatever MS studio is remaking Halo: CE before he explodes please
Nah, they're just hand drawn. I'm working in Manga Studio, and drawing everything by hand, blocking out my shapes then cutting out the lit areas(since there will be a lot of stuff in the dark due to it being lit by the moon, it's easier to cut out the detail than to draw it in). At the scale I'm working at, they're essentially vectors, though. It's at 1200DPI.
Ah now I see! thanks for the insight
Stefan : Ive been trying Vray too. I can do nice architectural materials just fine in Vray and MR, but when it comes to fleshy stuff I couldnt get the results I was after.
I would love to get that kind of look :
http://www.mikeanash.com/p/gallery.html
But as usual, the guy basically just says : "Oh yeah no big deal, its just an image based lighting" hehe. Theres much more to it than that, but so far I kinda gave up trying to figure it out! If someone knows how to achieve that great waxy material he has with soft shading, I'd love to hear about it!
Much progress on the coalition soldier
Quick update
completely finished now
and with that in mind i hope that 2011 will be the same in terms of awesome (if not more :=)