Sup everyone, I've been currently posting all my work in my skectchbook, but I wasnt getting as many comments as I would like, so I decided I would get more views posting in here. A bit selfish I suppose, but oh well I need some crits! So here is my most recent work, a speed asset I suppose about an hour of work, I really need to work on my spec maps and materials. Used blender, Xnormal and GIMP And used blender for the final render.
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render
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texture sheet I know this isnt a portfolio ready sheet but all I need are crits THIS is definetly not going in a folio
Tha
nks-Will
Oh, and is it possible to change your forum name?
Replies
Edit: Just noticed you use gimp and not photoshop. Well, there must be a way to make a simple black and white noise map.
Also, it looks like you took a photo, and smudged some parts in a circular pattern. Look at references. You won't see any blurry spots on a rock, they always have nice sharp details. Try adding some dirt uniformly, perhaps some moss? Or fungi.
And those smudges you're talking about are my AO map, the UV Map is circular like that, and I will try that
And does anyone know whats up with this? I loaded up lauren's shader and this always loads up with random color that I can't figure out how to stop. Any ideas? I'm using an intel media accelarator
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thanks
-Will
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Thanks
-Will
The work you've shown so far doesn't look like any rock I've seen. It looks too rounded and kind of lumpy, rather than shaped from the different types of weathering, which make crevices and sharper edges.
Gather a bunch of ref, study it and apply it.
Like Proph said, it could do with some smaller detail, probably best made with a simple noise overlay. You could also put some slight noise in your normal map.
It also looks like a channel on your normal map might need flipping, too.
Keep on.
Anyway, fixed up my spec a little and added some moss and got xoliul shader to finally work properly. CandC always
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Once I'm done with this I think I'll do a cobblestone/Brick floor
Thanks
-Will
Alright heres another one, did it in I'd say about 2 to 3 hours from start to finish, and the majority of that time was trying to get xoliul shader to work, but I did, and so here are the renders. I'm not entirely done, since I think the spec is too bright in some areas, and I need to add some stuff to the normal, but I don't have any time now to work on that, so here it is. Modeling was done in about 10 minutes, and everything else to up the rest of the span of time. I'd give about an hour each for texturing and fiddling with the shader
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-Thanks
Will
PS sorry for not posting flats will get them up tommarow
Keep it up, try modeling something based off reference, and take more time on your textures. You'll get it, it just takes time.
Alright, I fixed up the spec and added a little to the normal, looks better now I think.
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and there are texture flats this time
CandC always
Thanks,
-Will
Which brings me to my next point, this "plane" and that first "blob" are very nondescript, because without a diffuse you would think they are basic geometric shapes. I see on your plane you have an accordion-like fold for the normal map, does this mean this is a piece of sheet metal? How is this sheet metal standing up?
With just a tad more thought, you could have easily combined these two assets into the start of a scene. Put the metal sheet laying on the ground or even sticking itself out from the dirt. Now bring your rock into the scene by placing a few on the ground, be careful not to just copy and paste though because then it would look quite repetitive.
If you take a step back and asked yourself "would I wanna play a game with these assets in them?" I can almost guarantee that you will say no. Make them interesting, put some thought into your art, trust me it will show through in the end.
Alright, here's what I'm planning on doing, Its a wooden bench, very simple and in my skill level, and I thought it would be good practice for wood objects, seeing my last try at wooden objects (church entrance) didn't turn out so well. So here's my ref, and I'm thinking about how I'm gonna use the final assest, and maybe a small park scene would be cool. Anyway, here are my refs http://freetextures.3dtotal.com/index.php?iset=1469&pp=
And here's what I have so far, very simple blockout, no detailing so far, but now I'm gonna add control edges to everything and then do a noise pass CandC welcome as always
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Edit: Alright I was planning on updating the thread, but you know, max crashed and I lost a lotta work, my fault for not saving, so I'm really not that excited to redo everything so I'll get a fresh start on the bench tomarow. But for now, I've been planning a character, I know again, and hopefully I'll finish this one. This time its a futuristic goblin, yep I said it, a goblin with space armor and a plasma rifle not sure about that yet, but I have gathered some ref and I plan on getting it started once I'm done with the bench. But first a little backstory on my guy, I like to do this with my characters before I begin drawing them.
Backstory: The goblins were always an inferior race in the land of sarion. They were the servants and slaves of the humans, elves and dwarves, until they finally got sick of it, and started what was now known as the great flee, where the goblins ran away from there owners, most of the time violently and almost started a war between the races. But, the goblins fled underground to be rid of there owners. They stayed underground for many years, surviving off of underground creatures and stealing from the world above at night. Eventually,the race advanced and progress, and became as advanced as all the other races. It has been a millenia since the great flee, and the goblines are ready to come back to the surface and fight again. The particular character I plan on creating is named Janus, and he is fighting for his father, who got killed in the great flee by his owners when he tried to escape.
I didn't wanna bump the thread since the project is still REALLY earlier but I thought it would be interesting to post
Thanks again
-Will
You should check autodesk page and search for max updates, they realse bug fixes for them, if it keeps crashing check you video drivers and direct x maybe it helps
So yeah, any innacuracies you see or anything or any other comments or crits post away
Once I'm done with this I'll start on the goblin, I already have some drawings done, Once I scan them I'll post em up
Thanks,
-Will
Edit: Didnt want to double post, so I'll just post the update in this one. Finished the low poly, thats about it.
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Thanks,
-Will
Also... max autosaves every 5 minutes >.> can be found in your My Documents folder under MyDocuments/3dsmax/autoback
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I've also started the diffuse, but not enought to show yet
Thanks,
-Will
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Thanks,
-Will
Thanks,
-Will
Some nails could also bring nice detail and maybe a heart cut in the wood
Something is wrong with your normals on the arm rests. Usually this happens to me because i forget to turn off my wireframe in photoshop before saving...don't know if that is the case here.
I might just be picky but your wood looks way to dry for moss. i'm not sure if moss is the way to go on this model.
Are these for a scene?
Thanks,
-Will
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the high polie's done, gonna start the low poly now
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Any crits, comments, or thoughts you might have, feel free to post em.
Thanks,
-Will
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Thanks,
Will
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Thanks pedro for the ref (got it from the vid where you said fuck a lot )
Thanks,
Will
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Sorry for the shitty image. WIP new york city subway entrance, just a normal map with base colors and AO so far, about 60 or 70 percent of the mesh is instanced, viewed in xoliul shader
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ok so yeah rough texturing just some overlays so far
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alright so re-texturing this after I got my new rig the other day, still WIP, with the diffuse as the spec. liking this one tons more, and comments or crits are more than welcome
edit:
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calling this final. three 2048 by 2048 maps and 4028 triangles
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I'll post more info once I have more work to show
any crits or comments would be awesome
I can see an steady improvement over the brief course of this thread, keep up the good work.
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so ya medevil market stall, sculpted in zbrush, and my first time using the cloth simulator for a high poly model to bake. Looks ok I think.
Yes it does, but it's a few planks of wood and a plane.
Come on now man, challenge yourself a bit!
Everything in this thread is practically a primitive or two with a texture on it.
I really can't believe you bothered to use cloth sim on that market stall too, You coulda just used a plane with like 2 cuts in it to fold it over. You only need to bother with cloth sims when you need it to, erm, simulate cloth folds/drapery realistically. I'm pretty sure you coulda figured out how that cloth was gonna fold yourself!
I don't mean to be harsh, but lets see an environment, or at least a highly detailed asset with a complete high>low workflow. You've clearly got the ability to pull it off, just go for it.
nah i agree with you (cept the subway isnt really primitive methinks and i do use a hipoly>low workflow with every game asset i do). But I mean really I get intimidated very easily by lots of detail, a fear I have to get over, and I can never think of something to make!! never!! It takes me forever to think of what I want to make.. but I do need an environment...really badly....i think its time to look up some scifi concept art!!! Yeah and I got the cloth sim idea from Uly's environment, probably should of hand sculpted it >.<
thanks for the comment man, next post I will have an environment concept handy and plans!!
Just find a nice concept, one you know you'll be happy to work on for a good while, and get to work. Block it all out with basic shapes, get a nice idea of scale, then get to work on the individual pieces. Keep it focused, work on one thing at a time and don't get caught up worrying about other things until you're happy with each separate bit.
It'll come together, and a full enviro always looks more appealing than individual assets.
As for the cloth sim, it's absolutely fine to use it when necessary, I mean, why even sculpt it if the cloth sim will save time and get it 'physically correct', but for simple drapes like on your market stall, there's just no reason to use it really.
Good luck, I'll look forward to seeing more!
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so yeah, not my only ref but just planned on this, sorry for the handwriting. But basically im going to use one brick tileable texture (already made) and modularly create the entire tunnel crossroads. I'm also going to be using decals to create painted details and things like that and vertex blending for the beige bigger brick. Blend two textures for the floor, but add grass alpha planes and more rubble to add some more interest and break it up a little.
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yoo so im still working on the scene, doing lots of sculpting, and i needed a break from it so i did this. I know its still just cubes but i saw a ref for it and it looked so cool so i had to do it, will make a scene for it eventually
the blocks that are near the top of the two pillars look a little random, might want to at least be consistant between the two sides.
there is a lot of repitition going on, i feel like rotating some of the hp blocks 90 degrees could fix this
the moss on the bass looks a little too consistant, i would save that for udk vertex blending if possible, you'll get a much nicer result
keep it up, im liking the progress so far
Also maybe upload the reference, because with both ends blocked off..and its not enclosed, its open on top...its hard to read what it is, what's its function. Pathway? entrance to some underground hallway/bunker/basement? We the viewer can't decipher that just based off what you are showing us.
On a more professional note. When your commenting on someone who left you a message try not to say, "bro" right after you say Thank You. Just comes off a bit to casual. At least to me..I may be the only one who feels that way.