Sweet man! I would sharpen and chisel the end of the broken bricks to bring a nice level of contrast between noise and quiet. Another suggestion would be to make the wall sligthy wider ( adding a more length to the right ) to help you frame the car a little better. Right now it looks a little empty back there. Post your reference!
Tnx for the comments guys! I agree, the bricks do need to be more chiseled. And the wall would not be quite as long as it is in the ref, but since I already took a few artistic liberties I guess it wouldn't hurt. Here is my ref That I'm taking a lot of inspiration from. Foliage will be added as well.
Lovely art so far, really great stuff.
The wall looks a bit odd though, it looks like there normal bricks with clumps of stone stuck on, in your reference there is one full brick wall and the other is completely free stone with lots of plaster, I suggest you follow the red a little more closely because the wall looks a bit unbelievable.
Yea I'm going to go back and completely redo this wall from scratch. There a lot of stuff that I was experimenting on with this one and learned a lot. Tnx myles!
The wall you are trying to make appears to be clay bricks covered by more clay, only the top layer of clay has fallen off a good bit. Your current wall is just bricks.
Bring that extra layer on top of it to lower the amount of noise from the number of bricks you have, and I think you'll be spot on. Keep it up!
nice work Gene! love the the high poly renders. gotta ton of little props in there too... are you gonna texture those separately as individual pieces? that interior is like a little environment... keep going!
Wow guys! Thank you for the support and feedback, it is really motivating and inspiring!
raul - Thank buddy! Right now fixing the highpoly. The good peeps have spoken and there are things I need to adress. After that, lowpoly it is.
LRoy - Thanks man! Yea I warped and damaged the tires a bit too much. Taking some of that off.
ikonane - Tnx!
Walrus - The interior of the car is a little test, if I do good on it then... maybe I'll do an interior level.
Torch -
Stromberg90 - Thanks m8! I'm glad you like it. You right, it does look soft..... redoing the shell with minor damage now. making it look more like hard metal.
Azkur - Thanks! I try...
Dan! - Well it is Rage inspired, so planning on doing some rock pedestal. Going to be tough making it look as good as Rage rocks....but we'll c!
Jessica Dinh - Thanks Jessica! Thats the plan
ES_139 -
cptSwing - yea, went a little crazy there, pulling back some of that damage now.
jeremiah_bigley - JJ! man you've been posting insane stuff lately! Saved that rat into my WAYWO inspiration folder!
The plan is to make 2 seperate maps for exterior and interior, both 4k and then when I'm done downsize those.
phillip.bailey - Phil! how r u doing man? Yea, most of the props will be their own thing, but some like the fire axe in the back will be part of the interior.
Yea, the little environment is a little test, then hopefully do a little interior room.
Fomori - These treads are like the 6th ones I'm making. Trying to find some that are unique and practical at the same time. sigh.
YBourykina - Spasibo! Just trying my best. Can't wait to see your latest character finished!!
nice man! I think theres a great balance of nice detail busyness and quite areas. your edges are looking really good to! you have improved in that area big time! keep it up bud!
Nice man! A couple of things i would suggest is that the damage on the front shovel structure. The dents you have going on, they look like the edges of the it are holding a piece of cloth and those 3 dents are pushing through the cloth. This is really REALLY thick metal. It makes no sense why u would have damage that big. Make those smaller and shaper. Sames goes for the previous car. There were a lot of areas where it just looks like the car was made of clay and you poked them with a toothpick. Make them more solid, smaller and sharper!
Your renders look pretty clean, but there is something about them. It seems you may need to use a few color lights in there to bring in more values to the surfaces. Lastly, that giant gradient in the bottom. You should tone it down some and make the backgorund abit lighter.
Looking cool man! Really sweet renders.
A few things that called my attention, why is there a giant ass hole in the back of the car sit but so much little damage on the front. Should make some of the scratches a little more pronoucnce to bring that color breakup to the front. Same goes for the wrinkles on the cloth, you have them in the front side of the sit. but none on the back. Try to make less wrinkles and at a bigger size.
And the other is those white lines. They are full on white. make them gray so it doesnt pop as much.
Really sweet work, love that car
See you have sculpted in some damage maybe the shovel in the front could use some of that.
Seat looks good, my first thought was that the tear on the back and the scratches on the front of the seat is a bit to much.
but the damage on the back side of your seat looks a bit unrealistic. In real it would be a much deeper hole, so i would add a supporting border to your normalmap, maybe by directly baking from sculpted highpoly.
Keep up the good work, cant wait to see final results here!
I have to agree that your bakes are not doing your high poly justice. How are you baking down the normals? If we could see the low-poly with just the normals applied, it would help to see any issues. (I was looking at the radio and chair in particular)
Your high-poly objects look fantastic though. Great skill.
Thank you for over whelming support and response guys!
Yes, the normal looks pretty flat. The green channel is fine, maybe it was my scene and the lights were blowing it out. Here is just the normal on the lowpoly.
I'm going to redo the base of the seat so it is not a boring circle, and redo the texture for this guy.
careful with blowing off your model with the lights, also keep an eye out on the contrast of your diffuse. Nice bake by the way! I think you should either kill the base, or make something more intricate. Its really taking all the attention from the greatness that is sitting on top of it.
Replies
Other than that this is looking pimp! Keep it up!
The wall looks a bit odd though, it looks like there normal bricks with clumps of stone stuck on, in your reference there is one full brick wall and the other is completely free stone with lots of plaster, I suggest you follow the red a little more closely because the wall looks a bit unbelievable.
Bring that extra layer on top of it to lower the amount of noise from the number of bricks you have, and I think you'll be spot on. Keep it up!
Looking pretty awesome! Show us LOW POLY!
At some areas I think it looks more like mud that metal, a bit to soft.
love the new model, definitely amazing!
raul - Thank buddy! Right now fixing the highpoly. The good peeps have spoken and there are things I need to adress. After that, lowpoly it is.
LRoy - Thanks man! Yea I warped and damaged the tires a bit too much. Taking some of that off.
ikonane - Tnx!
Walrus - The interior of the car is a little test, if I do good on it then... maybe I'll do an interior level.
Torch -
Stromberg90 - Thanks m8! I'm glad you like it. You right, it does look soft..... redoing the shell with minor damage now. making it look more like hard metal.
Azkur - Thanks! I try...
Dan! - Well it is Rage inspired, so planning on doing some rock pedestal. Going to be tough making it look as good as Rage rocks....but we'll c!
Jessica Dinh - Thanks Jessica! Thats the plan
ES_139 -
cptSwing - yea, went a little crazy there, pulling back some of that damage now.
jeremiah_bigley - JJ! man you've been posting insane stuff lately! Saved that rat into my WAYWO inspiration folder!
The plan is to make 2 seperate maps for exterior and interior, both 4k and then when I'm done downsize those.
phillip.bailey - Phil! how r u doing man? Yea, most of the props will be their own thing, but some like the fire axe in the back will be part of the interior.
Yea, the little environment is a little test, then hopefully do a little interior room.
Fomori - These treads are like the 6th ones I'm making. Trying to find some that are unique and practical at the same time. sigh.
YBourykina - Spasibo! Just trying my best.
Here is a tractor I've been working on. Previously worked on it for the eat3D challange, but decided to finish it.
You sure did go all out.
Love the detail and the overall shape. Very nice and original design.
Cant wait to see the textured LP.
That's all I can say. Your stuff is so motivating.
How the hell do you work so fast?
Your renders look pretty clean, but there is something about them. It seems you may need to use a few color lights in there to bring in more values to the surfaces. Lastly, that giant gradient in the bottom. You should tone it down some and make the backgorund abit lighter.
Looking forward to seeing more awesome updates!
awesome props!
can't wait to see the tractor got textured!
And here is a small test render of a part of the car. Was testing out different way to do a material render.
A few things that called my attention, why is there a giant ass hole in the back of the car sit but so much little damage on the front. Should make some of the scratches a little more pronoucnce to bring that color breakup to the front. Same goes for the wrinkles on the cloth, you have them in the front side of the sit. but none on the back. Try to make less wrinkles and at a bigger size.
And the other is those white lines. They are full on white. make them gray so it doesnt pop as much.
Cant wait to the see the whole car!
See you have sculpted in some damage maybe the shovel in the front could use some of that.
Seat looks good, my first thought was that the tear on the back and the scratches on the front of the seat is a bit to much.
Keep it up
i think there's 2 things contributing to this, un-Optimized UVs and the highpoly lacks depth in most mid-range shapes.
EDIT:
just a bit of an idea with the UVs
but the damage on the back side of your seat looks a bit unrealistic. In real it would be a much deeper hole, so i would add a supporting border to your normalmap, maybe by directly baking from sculpted highpoly.
Keep up the good work, cant wait to see final results here!
Your high-poly objects look fantastic though. Great skill.
Yes, the normal looks pretty flat. The green channel is fine, maybe it was my scene and the lights were blowing it out. Here is just the normal on the lowpoly.
I'm going to redo the base of the seat so it is not a boring circle, and redo the texture for this guy.
really loving your work. Just curious, what program do you use to bake your normals?