kite, you are seriously just too awesome... I was looking through your stuff recently and i wanted to ask what kind of matcap/settings you use that your every piece, no matter if it is cartoonish or realistic looks so smooth and yet details are clearly visible?
Ah, good old times, i grew up with this kind of shows.But wasn´t the Sword smaller? Like a dagger? Or was it growing bigger, can´t remember correctly...
Actually, no. I was searching for a straight jacket stock and came across a pose I liked with it(it's not Lady Gaga, it's an alt model from DeviantArt). I originally was going to do a unique character/pose with it, and still plan to where 1 arm is unlatched, but getting back into the swing of painting needs lots of practice, so voila
Here is an M4 I've been making over the past couple weeks.. It was being made as part of some contract work, but the contractor has decided they don't want it... cool.
This is using 3Point Studios awesome new shader too, which I really like. Great work on that guys!
Brandoom, its nice but it doesn't look like theres any normal map at all on it, or even a decent spec map? Its like its just using one texture...?
Thanks,
Yea there is both a spec and normal. I added another picture. It was a little hard to capture the normal map detail while trying to show the whole model.. I need monitors that support a higher resolution.. lol
Oh my days, crikey you guys are good And hello, this is my first post here
Here's just some furniture I've been working on, it's actually the first proper game stuff I've been making, I've not been into game creation related stuff for very long so I'm a newbie to it (been learning loads of technical stuff though). Also the textures are like twice what they will be in game...
I have been working on this for a little bit, getting close to finish, thought i'd share it with you all, for now all u get is screenies, i'll post the finished render etc when its done . Then i'm off to make a new character model for my next year at college(animating) and hopefully i can squeeze my site and some assets in there too :poly142:
Cool, I followed the same Digital Tutors DVD a while ago, looking good.
Haha yeah i've been working on it off and on, I've actually learned a great deal from it alone, i catch myself doing what he's about to before he actually does now haha.
Oh my days, crikey you guys are good And hello, this is my first post here
Here's just some furniture I've been working on, it's actually the first proper game stuff I've been making, I've not been into game creation related stuff for very long so I'm a newbie to it (been learning loads of technical stuff though). Also the textures are like twice what they will be in game...
Your textures need a lot of work. I'm not seeing wood end at the ends of planks etc, and you've got a veins running in the wrong direction. For instance, on the chair legs you've got = horizontal veins while they should be || vertical. Carpenters make furniture so the veins run along the longest side, because that's the sturdiest.
It's also very obvious that you haven't done much with the textures. The one on the cupboard is straight off of CGtextures, and the one you choose looks more like a PS filter then actual wood. To get a good look, you'll need to paint in some (subtle) dirt in crevices, have some details like hinges, screws perhaps, and painting in the grooves between planks.
The cupboards are really simple planar maps and it shows. You need to texture in all the different planks. You can get a long way with just mixing up a single texture, but better is to have multiple texture sources combined (several samples of similar wood, instead of just a 1024 like I used). Here's a really quick mockup with just one grain texture, one end texture, and a simple colour adjustment to make them match:
Left is like your, right is what you should do instead. Notice how you can see that there's a top plank, sideplanks, and a bottom, and notice that the planks look like planks because of the end grain. As I said though, this is a very simple example, because it's only 8 planks, whereas a real cupboard usually has 25+ (look at the borders on the doors on the reference photo).
ae, what engine? Alpha blending is very expensive to draw in the correct order so I'll be interested to see what engine it is and how it looks when its all clumped together
Your textures need a lot of work. I'm not seeing wood end at the ends of planks etc, and you've got a veins running in the wrong direction. For instance, on the chair legs you've got = horizontal veins while they should be || vertical. Carpenters make furniture so the veins run along the longest side, because that's the sturdiest.
It's also very obvious that you haven't done much with the textures. The one on the cupboard is straight off of CGtextures, and the one you choose looks more like a PS filter then actual wood. To get a good look, you'll need to paint in some (subtle) dirt in crevices, have some details like hinges, screws perhaps, and painting in the grooves between planks.
The cupboards are really simple planar maps and it shows. You need to texture in all the different planks. You can get a long way with just mixing up a single texture, but better is to have multiple texture sources combined (several samples of similar wood, instead of just a 1024 like I used). Here's a really quick mockup with just one grain texture, one end texture, and a simple colour adjustment to make them match:
Left is like your, right is what you should do instead. Notice how you can see that there's a top plank, sideplanks, and a bottom, and notice that the planks look like planks because of the end grain. As I said though, this is a very simple example, because it's only 8 planks, whereas a real cupboard usually has 25+ (look at the borders on the doors on the reference photo).
Damn, I've really been rushing the texturing stage, thanks for the advice! I'll have to redo the textures and post here again I did notice the grain on the chair running vertically but I completely forgot about it haha
ae, what engine? Alpha blending is very expensive to draw in the correct order so I'll be interested to see what engine it is and how it looks when its all clumped together
@hatred&odium: Currently this is running in UDK, I am looking into ways of bringing down how many grass textures/planes I am using without destroying the overall quality of the grass itself. Hope to have updates soon
Kite, that guy looks great! It's a great design and I love the little touches like the tie hanging over the collar of the bomb disposal suit. Also, more bowler hats in videogames please!
In terms of the facial stylisation, if you want to match the TF2 style more closely I think you could afford to simplify things a bit more and also go for a more angular/planar approach to the sculpting. It's a face that's choc-full of personality though so I wouldn't stress too much about matching the style 1 for 1.
Replies
Vitor/adamlewis> > damn. Nice renders.
Pig/Kite> Sheeeit. Actually kite, I think that balloon ripped his feet off...
Still very wip. Been learning a lot of new tools.
my head hurts. crits appreciated though
weird friggan world.
A wip of a guy form me:
Ah, good old times, i grew up with this kind of shows.But wasn´t the Sword smaller? Like a dagger? Or was it growing bigger, can´t remember correctly...
Adamlewis, caught the vray bug did ya? Good luck on the eyes, window to soul and all that.
It's in its own thread now!
Actually, no. I was searching for a straight jacket stock and came across a pose I liked with it(it's not Lady Gaga, it's an alt model from DeviantArt). I originally was going to do a unique character/pose with it, and still plan to where 1 arm is unlatched, but getting back into the swing of painting needs lots of practice, so voila
This is using 3Point Studios awesome new shader too, which I really like. Great work on that guys!
Thanks,
Yea there is both a spec and normal. I added another picture. It was a little hard to capture the normal map detail while trying to show the whole model.. I need monitors that support a higher resolution.. lol
Here's just some furniture I've been working on, it's actually the first proper game stuff I've been making, I've not been into game creation related stuff for very long so I'm a newbie to it (been learning loads of technical stuff though). Also the textures are like twice what they will be in game...
I second that
I have been working on this for a little bit, getting close to finish, thought i'd share it with you all, for now all u get is screenies, i'll post the finished render etc when its done . Then i'm off to make a new character model for my next year at college(animating) and hopefully i can squeeze my site and some assets in there too :poly142:
Haha yeah i've been working on it off and on, I've actually learned a great deal from it alone, i catch myself doing what he's about to before he actually does now haha.
My first ever model from low to high to low with normals, then textured. So many smoothing errors. I guess it could have been worse.
Your textures need a lot of work. I'm not seeing wood end at the ends of planks etc, and you've got a veins running in the wrong direction. For instance, on the chair legs you've got = horizontal veins while they should be || vertical. Carpenters make furniture so the veins run along the longest side, because that's the sturdiest.
It's also very obvious that you haven't done much with the textures. The one on the cupboard is straight off of CGtextures, and the one you choose looks more like a PS filter then actual wood. To get a good look, you'll need to paint in some (subtle) dirt in crevices, have some details like hinges, screws perhaps, and painting in the grooves between planks.
The cupboards are really simple planar maps and it shows. You need to texture in all the different planks. You can get a long way with just mixing up a single texture, but better is to have multiple texture sources combined (several samples of similar wood, instead of just a 1024 like I used). Here's a really quick mockup with just one grain texture, one end texture, and a simple colour adjustment to make them match:
Left is like your, right is what you should do instead. Notice how you can see that there's a top plank, sideplanks, and a bottom, and notice that the planks look like planks because of the end grain. As I said though, this is a very simple example, because it's only 8 planks, whereas a real cupboard usually has 25+ (look at the borders on the doors on the reference photo).
ae what engine is it? it looks VERY nice!
Damn, I've really been rushing the texturing stage, thanks for the advice! I'll have to redo the textures and post here again I did notice the grain on the chair running vertically but I completely forgot about it haha
You are a maniac. :shifty:
Holy crap nice work
early wip of my demon that will eventually be covered in crazy armour
Looking good. Moar updates plz
@hatred&odium: Currently this is running in UDK, I am looking into ways of bringing down how many grass textures/planes I am using without destroying the overall quality of the grass itself. Hope to have updates soon
In terms of the facial stylisation, if you want to match the TF2 style more closely I think you could afford to simplify things a bit more and also go for a more angular/planar approach to the sculpting. It's a face that's choc-full of personality though so I wouldn't stress too much about matching the style 1 for 1.
Can't wait to see it finished!
One of Shah Aznable's mobile suits?
Heck, is it even a robot or a Transformer at all?
You can clearly see that this model belongs to the Transformer World
The Red Shader is just making everyone think is Optimus Prime.