Hi polycount peeps! I'm just learning the do's and dont's of hard surface modeling (and 3dsmax as well) and this is mah second attempt. It was based from a
concept by
Nick Carver. I tried to follow the concept 90-95% of the time I guess and just added/changed a few. Planning to turn it into game-rez really soon. Sorry if I render it with turbosmooth off cause it would took years if I render it with smooth on with mah machine, so I just put them into a one smoothing group cause it looks the same as a high poly render(except for the silhouette maybe) with smooth on IMO but less render time. But just for now. Anyway, here it is.
**edit: updated the hipoly render
And for those wirefreaks.
Replies
I dig your hi-poly. Nothing wrong with it as far as I'm concerned. Looking foward to the low poly!
Good job.
**edit: Well, actually this is the problem I'm encountering. I'm using X-Convict's render set-up and material. I have a 32bit system, 3g of ram and a core2duo which I think a pretty decent rig for a scanline render. Dunno how to solve this one.
cant wait to see it
This is what I was trying to get at, in the "What are you working" on thread.
Do you know what Sub-D modeling is? Most people will use turbosmooth on their model to get it look like the renders that you have. Your base mesh is too high to add a turbosmooth to it, that's why I think you're running out of memory.
I've seen a few people that take the "high poly" term a bit to literal, and add 100 cuts into a box to make a hole in it and make it look smooth, when only 8 cuts and a turbosmooth will get you the same result.
This is what I'm talking about, let tubosmooth do all the work, no need to physically make all the segments and cuts to get cylindrical objects looking smooth.
Don't get me wrong, your model looks pretty fucking awesome, I just don't think you went about it the most efficient way.
@Surfa: Yep, thank you.
@achillesian: Well when I work, it's not continuous. But If I'll add up the number of hours I work for this prolly it took me about 10 days of work with 8-9 hrs a day. Am I too slow? I'm still learning. Thanks man.
@SHEPEIRO: Thanks dude.
@Lonewolf: Oh dude, your works are such an inspiration for a hard surface beinner like me. Thank you appreciate it.
@ZacD: Not really sure how many tris this would end up. I haven't had any any experience doing hard surface stuffs. But probably my initial guess would be 10-15k tris. Depending on how much of the silhouette I want. Thanks.
@AutopsySoldier: Yep man I understand you. Some parts of this thingy had to be be modeled with more geo right from the start. Meaning, the support edges are already part of the base/control mesh, cause if I didn't do that, It would result to some funky creasing. Like for example, that big round thing right before the rear wheels. Just refer to the image below for better understanding. Thanks.
i dont think it will help u with the memory though
try different render settings or just buy more ram
i have 12gb and i get the "not enough memory" error on one of my models too
:S
btw thanx for the nice words
The reason we smooth objects is predominantly to create fillets and smooth surfaces. The majority of the surfaces you have on your model are planar surfaces and all the turbosmooth is doing is rounding corners.
You can achieve the exact same results as what you have with a mammoth amount of poly reduction and a smaller memory footprint by just using higher polygon low res models with edge fillets which have high segments.
This is best demonstrated with an example but i dont have time currently. If you have a cylinder with 100 segments and you fillet the top edge with say 8 segments you get a rounded corner. Now, if you compare this with say a cylinder with 8 segments and control loops added to control the smoothing the result is identical but the polycount is ten time lower in the unsmoothed version.
If i have time lateron i will show what i mean but i think a lot of high poly models can be generated more efficiently and quicker utilising this technique. Oddly you have applied this in some areas but not others it seems.
one thing i noticed on the model is that the bevels are very broad with relation to the scale of the object. it kind of makes the model look small and chunky
I have been struggling to get those nice smooth square shapes beveled in on the sides of a cylinder without those nasty creases...
So you just start out with more geo and select those faces and bevel them in.... right?
It will be so much helpful if you elaborate on your technique.....
I really like your highpoly....
So I kinda get carried away by hard surface modeling so I decided to make another high poly instead to make the driller thing into game-rez and texture it. Anyways, this is an fps rifle based from a concept by Jim Svanberg.
Now it's really time to low poly these to and make it a game art ^_^.
P.S. Is there a way to change the title of the thread? Cos i just want to put my works into one single thread. I wanna change the title to " my hard surface wip's." Hope there are mods that will grant ma wish haha.
i'd detail it more specially the glowing part
I've finally managed to find some time working on it during the weekend and here's what I got. Low-poly + normal + AO. Tricount is 25k is which is pretty high but I don't want to sacrifice the silhouette, plus it's just a portfolio piece. Don't mind the AO right now, it has some errors that have to be fixed in ps. Hopefully I could start the texturing soon.
Update on the diffuse of the driller.
Am I overdoing the scrapes and dirt and placed them on the right spots? Thanks!
And oh, here's the concept again by Nick Carver for better crits.
http://4.bp.blogspot.com/_B2vs1_WiGXI/SQwoRdaoNzI/AAAAAAAAAHs/5pMLtRoNT9Q/s1600-h/har-v.JPG
Also, u need to add some lights. Since its a construction vehicle it needs safty lights to let you know when its working or backing up.
how bout a horn? lol
Make the railing a different color. (red?)
Btw, here's the spec map. Should I decrease the spec on the yellow paint?
Looks great overall, keep going!
eg http://www.fastenercomponents.com/images/machined_metal_fasteners.jpg
I would make all the parts that are painted very slightly yellow/orange and allthe parts that arent very slightly blue this should make it pop more.
check out this guys spec map for an idea of how colour could work for specular
http://www.gameartisans.org/contests/dw/4/view_entries/finals_1_3736.html
Spitfire: Thanks man. Like what ged pointed out, the spec needs more work.
Ged: Ok I'll try it out. But isn't spec maps are supposed to be grayscale? Is it fine to use colored spec maps? Thanks.