Thanks guys.
::OrganizedChaos:: You caught me being lazy! I'll take another look at that shadow outline around the eagle. As for the stretching... suppose I could add a cut or two.
::whats_true:: You make a good point. Damn it! No turning back now but this will be something to remember.
::raul:: Yeah... just used defaults. Know where I could get any skies?
Well, on to bigger and better props. I'm gonna go with this WW2 German Motorcycle. BMW R75. Here I'm kinda in the middle of blocking. Since I spent way longer than anybody should on a helmet, I'm gonna give myself a budget of two weeks on the high poly model. After, that I shall continue low poly models for the flintlock and camera.
definitely good start!
Phillip, tell me, every time you do such complicated objects from photos- when you can't find appropirate close up references, do you make small details and stuff from head?
::conte:: I try not to model straight out of my head.(I just asume there is nothing in there.lol) Like for this vehicle, I found 45 images and have 2 links with pages of images for this specific bike (here is one http://www.beemergarage.com/photos.html). I didn't realize there were actually fanatics of the BMW R75. I started with a google/flicker search, "WW2 German Motorcycle". After saving several large images, I realized I had a few different makes and models. I found the name of the one I had most of and did a more specific search, "BMW R75". I also searched for the motor and other specific parts that belongs to this bike. Now I should have no excuses with not being able to get a close representation!
-Phil
Well, I put the motorcycle on hold ... I've been trying to come up with a way to display the helmet as a portfolio piece. I shall use the same format for future pieces. comments? feedback? I promise I'll stop posting this thing, as I have unforgotten projects to tend to.lol
...and the textured render were made possible with Xoliulshader!!! That thing rocks!
Here is an update of the crapcast for the camera.
And one for the gun... I'm using the Xoliulshader in the max viewport to check my normals with. Now that I have the crap casts going I can see where I need to add or remove geometry to arrive at perhaps an ideal lowpoly silhouette and tri count.
I'm assuming the max errors are why he calls these crap casts.
The pommel could use some more geo. As well as the rear screw of the trigger guard and the top of the flint screw(+1loop) but mostly the pommel. Unless that doesn't bother you seeing as a hand would cover that up.
While doing a crap test, it is a good idea to triangulate your stuff to make sure that all of the normals project properly into the object properly. Just a suggestion.
So I found some time bring the pistol to where it stands now. This may not be the final layout for this piece as I want to have a consistent layout for displaying a portfolio. Now, to just get that portfolio. lol Please, let me know what you think!:)
very nice materials there. i like the colorchoices.
not sure how "old" it should look, but one thing i'd modify is the material of the metallic knob at the bottom of the stock/handle to something a little more weared off. like this one:
very nice. I am especially impressed by your helmet! I think on the gun the wood is fighting a little bit for attention with the metal. I would tone down the saturation for the wood a bit. probably make it a little bit darker and a tint more read. just a suggestion. Keep up the great work!
::woodn:: Thanx for the reference! I will definitely use this to finish off the gold pieces.
::StefanH:: Thanx man. I see what your saying. That would definitely help it make it look less new and age seems to be more interesting.
::MoP::bbob:: Sweet thanks guys!
::raul:: Hey bud! Yeah I'm using Xoliulshader in max with default lights. I will need your help with lighting when it comes to a final display. Onward bound... to the CAMERA!
::JonathanF:: Gee thanx:)! Still trying to work out the whole 'Pro' thing, but what a complement!
::CJE:: Thanks man, Well I had a website with a bunch of school work but for now I'm just posting in this thread until I have a few good pieces to start a portfolio from.
::raul::jonathanF:: What are you talkin about they're there... jk thanks guys. Had to upgrade photobucket.lol
Aside from generating maps and tweaking the lights and shader, I've spent around 8hrs in Photoshop. Still haven't touched everything, so hopefully another sit down will find the end of the camera.
Now that I have a decent lighting scene and good shader settings, I can tweak the helmet and pistol to have a consistent display presentation.
Here is what I got so far.
Astonishing work man.
You will have inspired me to create a thread like this in the future.
I guess I should start thinking of a theme to do...
Great stuff!
I was wondering if I could pick your brains on something. One of the things I always really struggle with in HP modelling is insetting details into subdiv geometry. I noticed here:
That you seem to have your inset geometry seperate from the mesh it's supposed to be inset into. What's going on there?
its called using floating geometry or floaters. If everything is going to be baked into a normal map, its a quick way to add more detail without having to have crazy geometry.
Damn, MightyP beat me to the punch, and included links and we had the same first sentence, lol.
Replies
And given how dark your diffuse if in their, it could be half the size and still look good.
Nice eagle though. Sharp.
::OrganizedChaos:: You caught me being lazy! I'll take another look at that shadow outline around the eagle. As for the stretching... suppose I could add a cut or two.
::whats_true:: You make a good point. Damn it! No turning back now but this will be something to remember.
::raul:: Yeah... just used defaults. Know where I could get any skies?
Well, on to bigger and better props. I'm gonna go with this WW2 German Motorcycle. BMW R75. Here I'm kinda in the middle of blocking. Since I spent way longer than anybody should on a helmet, I'm gonna give myself a budget of two weeks on the high poly model. After, that I shall continue low poly models for the flintlock and camera.
Phillip, tell me, every time you do such complicated objects from photos- when you can't find appropirate close up references, do you make small details and stuff from head?
-Phil
http://cgi.ebay.com/WWII-1942-ORIGINAL-GERMAN-INFANTRY-SQUARE-BACKPACK-/230404462258?cmd=ViewItem&pt=LH_DefaultDomain_0&hash=item35a52d16b2#ht_10529wt_939
...and the textured render were made possible with Xoliulshader!!! That thing rocks!
Here is an update of the crapcast for the camera.
And one for the gun... I'm using the Xoliulshader in the max viewport to check my normals with. Now that I have the crap casts going I can see where I need to add or remove geometry to arrive at perhaps an ideal lowpoly silhouette and tri count.
there are a lot of smoothing problems etc.
hat looks great)
The pommel could use some more geo. As well as the rear screw of the trigger guard and the top of the flint screw(+1loop) but mostly the pommel. Unless that doesn't bother you seeing as a hand would cover that up.
While doing a crap test, it is a good idea to triangulate your stuff to make sure that all of the normals project properly into the object properly. Just a suggestion.
not sure how "old" it should look, but one thing i'd modify is the material of the metallic knob at the bottom of the stock/handle to something a little more weared off. like this one:
::StefanH:: Thanx man. I see what your saying. That would definitely help it make it look less new and age seems to be more interesting.
::MoP::bbob:: Sweet thanks guys!
::raul:: Hey bud! Yeah I'm using Xoliulshader in max with default lights. I will need your help with lighting when it comes to a final display. Onward bound... to the CAMERA!
::JonathanF:: Gee thanx:)! Still trying to work out the whole 'Pro' thing, but what a complement!
Do you have a portfolio website up, or just this thread?
::raul::jonathanF:: What are you talkin about they're there... jk thanks guys. Had to upgrade photobucket.lol
Now that I have a decent lighting scene and good shader settings, I can tweak the helmet and pistol to have a consistent display presentation.
Here is what I got so far.
Seriously, your work is ace, and it's nicely refreshing and nonstandard too.
Great work Phillip and everyone who's helped - its truly inspiring.
You will have inspired me to create a thread like this in the future.
I guess I should start thinking of a theme to do...
Great stuff!
That you seem to have your inset geometry seperate from the mesh it's supposed to be inset into. What's going on there?
I'll see if there's any info on the wiki about this and link that
edit: There isn't at the moment, but there is this mention:
http://wiki.polycount.com/Ambient%20Occlusion%20Map#Floating_Mesh_Problem
And here's an image:
http://beere.deviantart.com/art/Floating-Geometry-128831211
Damn, MightyP beat me to the punch, and included links and we had the same first sentence, lol.