that's a damn great solid start junkie! impressive!!!
the base looks great, the hoses look good, but when you get to about 2/3s up, it starts to get a little busy on the plating parts. there's only a few areas i would address really.
1) the area that has vents, the mounting area around the framing of the vents, about 5 plate sections, seems busy and over detailed.
2) the vertical divider between the centerpiece at the top and the cables... there's a repeated plate pattern, which is cool that you're using a repeated pattern, but again, it seems busy and over detailed.
3) there's an hour glass type shape going over the main center fuselage. along this curve there looks to be clasps of some sort going all the way down, but spotty in areas further towards the bottom. keep all the clasps, but make them run all the way down. there's spots where they are missing, and although i'm sure you deleted some intentionally, it would look more like a bake with errors at the end of the process imo... they add a nice touch down that shape and i would just keep them consistent.
overall man, great job on this for sure! keep pumping out stuff like this!
I sir, am speechless. I'm glad Firebert found some stuff to crit about, because I got nothing Maybe the only thing I would look at is, will this be seen close by the player or not? If not, maybe you spent too much time on the details
You are gonna have some serious problems with the normalmap for the wires at the base. They will either eat alot of polys in the lowpoly, look like shit, or be baked into the base, and then problably not look good at all. I'd fix that if I were you. Other than that, it looks solid. :]
Man...how awesome is that.
As far someone wasting time on something, i think this is for a MOD so its great you went the extra mile. Excellent practice
Quality i expect from epic tbh.
Snefer - How would you go about doing the wires at the base? I understand why it probably wouldn't turn out well as is, but I'm not sure how you would fix that. I'm focusing on normal maps lately and that would be really helpful to know.
this is very neat looking- I definitely like what's going on and I'm looking foward to seeing how you solve a couple things. I'm just wondering though.... what IS it?
Snefer - How would you go about doing the wires at the base? I understand why it probably wouldn't turn out well as is, but I'm not sure how you would fix that. I'm focusing on normal maps lately and that would be really helpful to know.
Anyway, nice work :thumbup:
I would remove them. Some things are just hard to do in lowpoly. If they are important for the design in some way or if they are gonna end up close to the camera, maybe the polys can be sacrificed, but I would probably just remove them or replace them with something else. Or put the closer to the surface so you can bake them easier.
Firebert: 1. Remove the framing tubes or the bolts in your opinion to clean that portion up? As for 2. & 3., not sure what you're pointing at.
Gallows & DarthNater: I think there will be two of them and they'll be fairly large that stand near one of the map entrances on each side. The largest prop in the room I think.
OrganizedChaos: We'll call it a water pump. :-P Concept shows a lot of water in the room.
Snefer: Yeah I'd prefer to move them closer to the surface but if alpha planes look better, then, yeah. I just have always hated messing around with alpha draw order. I'm excellent at having bad luck with that in any engine it seems.
i'm guessing this is max and in that case it doesn't really help me, BUT how did you do the big cable thingis? The biggest that is.. Awesome freaking stuff anyhow man!
sltrOlsson: Thanks. Path Deform. Not sure of the Maya equivalent or whatever.
Firebert: I'll try pushing some of that framing down a bit so the AO isn't as strong and remove some bolts. They don't look that busy when you get close so I want to be careful. As for #3 there shouldn't be any gaps. The solid blue might be not be reading across in that area.
Snefer: Ron told me to mention to you this is for Eclipse. Looks like you did some work for them in the past.
Just bake the wires at the base down on to a plane and just alpha, should be just fine. I really like the design and balance of detail. Love to see this baked down. Good luck!
I think the modeling is top notch. After staring at it for 20 seconds there was something that bugged me. I started thinking it was going to attack me with those hoses, a face began for form. The area firebert circled reminded me of a pair of eyes, maybe close both sides together in the middle or add something to distract this... could be me...
lol steam afro. I'm actually surprised no one posted wacky inflatable tube man yet.
moose: Thanks moose. Nice to get a compliment from an Epic guy.
toren3d: thanks man. Yeah I don't envision too many problems with the bake...lots of areas that can be mirrored and shells laying on top of each other. Looking forward to seeing what you're gonna post soon btw.
seforin: Here are some wires with sub-d off. Sorry for the size. It's kinda dense so I rendered it fairly large.
Replies
the base looks great, the hoses look good, but when you get to about 2/3s up, it starts to get a little busy on the plating parts. there's only a few areas i would address really.
1) the area that has vents, the mounting area around the framing of the vents, about 5 plate sections, seems busy and over detailed.
2) the vertical divider between the centerpiece at the top and the cables... there's a repeated plate pattern, which is cool that you're using a repeated pattern, but again, it seems busy and over detailed.
3) there's an hour glass type shape going over the main center fuselage. along this curve there looks to be clasps of some sort going all the way down, but spotty in areas further towards the bottom. keep all the clasps, but make them run all the way down. there's spots where they are missing, and although i'm sure you deleted some intentionally, it would look more like a bake with errors at the end of the process imo... they add a nice touch down that shape and i would just keep them consistent.
overall man, great job on this for sure! keep pumping out stuff like this!
I sir, am speechless. I'm glad Firebert found some stuff to crit about, because I got nothing Maybe the only thing I would look at is, will this be seen close by the player or not? If not, maybe you spent too much time on the details
As far someone wasting time on something, i think this is for a MOD so its great you went the extra mile. Excellent practice
Quality i expect from epic tbh.
Sweetness
Snefer - How would you go about doing the wires at the base? I understand why it probably wouldn't turn out well as is, but I'm not sure how you would fix that. I'm focusing on normal maps lately and that would be really helpful to know.
Anyway, nice work :thumbup:
I would remove them. Some things are just hard to do in lowpoly. If they are important for the design in some way or if they are gonna end up close to the camera, maybe the polys can be sacrificed, but I would probably just remove them or replace them with something else. Or put the closer to the surface so you can bake them easier.
Firebert: 1. Remove the framing tubes or the bolts in your opinion to clean that portion up? As for 2. & 3., not sure what you're pointing at.
Gallows & DarthNater: I think there will be two of them and they'll be fairly large that stand near one of the map entrances on each side. The largest prop in the room I think.
OrganizedChaos: We'll call it a water pump. :-P Concept shows a lot of water in the room.
Snefer: Yeah I'd prefer to move them closer to the surface but if alpha planes look better, then, yeah. I just have always hated messing around with alpha draw order. I'm excellent at having bad luck with that in any engine it seems.
Firebert: I'll try pushing some of that framing down a bit so the AO isn't as strong and remove some bolts. They don't look that busy when you get close so I want to be careful. As for #3 there shouldn't be any gaps. The solid blue might be not be reading across in that area.
Snefer: Ron told me to mention to you this is for Eclipse. Looks like you did some work for them in the past.
I don't think its too busy at all, as long as it translates well to the low poly, but I don't see why it shouldn't. Very good job thus far!
edit: steam afro
Welcome to Jamrock...JAHHHH!!!
moose: Thanks moose. Nice to get a compliment from an Epic guy.
toren3d: thanks man. Yeah I don't envision too many problems with the bake...lots of areas that can be mirrored and shells laying on top of each other. Looking forward to seeing what you're gonna post soon btw.
seforin: Here are some wires with sub-d off. Sorry for the size. It's kinda dense so I rendered it fairly large.
saved to inspiration folder
Also whats the scale?
cheers