Original Post: Hy everyone, in most forums i create a topic where i keep all my things, since i dont like having many topics laying around :P
Before i post this image i have to say that sience fiction design and concept art is not my strong side, but what the hell
There is only one way to get better.
And that is to get my work crushed from you guys
Here we go, this is a blockout from 3ds max where i done a paintover in photoshop.
And while you are laying there laughing, please find the time to give some critics
Dont want to rush into the modeling before i have a good sketch.
Shad0wForce: Right i forgot to write that, i did remember it right after i posted :P
It's supposed to be a pillar that is also used as a medic locker, thats what the handle is for(if you can spot it)
work on the design more or take note of real life medic cabinets/lockers. the wires in the front look out of place and awkward.
make the door part a bit bigger and more useful. right now it just looks like a pillar with a small door wedged in it. if you're going to keep the wires then make some sort of syringe/ mechanical arm to deliver some sorta vaccine or whatever the thing is used for.
Yea, i'm unclear on what it's supposed to do. You're taking up alot of real-estate for the design with a tiny door seemingly being the only function. A 'locker' is usually something you store clothing and small personel items in, I have no idea what you could fit in that little door or why you would need to.
id say drop the cables unless its obvious what function it serves. add more elements that are medical, like IV bags or gauze dispenser or chemical shower.
here's a few health stations from other video games for inspiration.
bioshock:
fallout:
halflife 2:
Cap Hotkill: I was going to make sort of the right one in you picture, but somehow my brain managed to screw it up, i have realy no idea what happend xD
I might remove both those pipes, maybe some smaller ones, will defently use one of those designs there
Interesting design, I see alot of growth in the overall design from the first post which is good because it was very abstract. The modeling appears to be solid both high and low poly models. Im a bit confused with the bottom front as to how it would be if a person was actually standing in front of it say placing something in the locker. That blocky piece at the bottom is that a step of some kind? The way it looks to me is there are two ways to access the locker, one requires the person to stand in front with legs on the sides of that block or stand on it? Good work so far.
ajr2764: Thanks for give me another perspective, i never liked the block at the bottom but never knew what todo with it, but i got an idea from what you said, i'm planning to make it a bit more skewed and put some pattern on there so that they dont slip when they stand on it.
n88tr: It was mainly designed out of a fluid bag, but then i would need a pipe of some sort, and i want to avoid to have to many, so i figured it would be kind of an disposal bag for small body parts.
be careful with the diamond shaped pattern, depending on the size of your normal, it'll most certainly just turn into some crappy noise, I'd make them bigger and a bit softer to be seen more and catch more lighting
vahl: You are right, you saved me some time from redoing things after the bake.
I took the easy rute since it was made for a pistol grip, and i just scaled it down, will fix it when i get home
Here is just a simple test bake, uv's are not finished and might need to add some more smoothing groups, so take it for what it is a test bake
"Fixed the pattern "
"Ah... the jpg quality strikes again"
That bake looks really good! You should try adding a bit more divisions on the round parts to get rid of the faceted silhouettes. Nice work man! keep it up!
i think it still has the same issue you started with.
it's a triipping hazard, you don't want someone to get hurt trying to get medical supplies, so wehy put something they'd trip on in the way. And i see no reason to have it be a 'stair'.
Here we go, small update started on the texturing
Using the old marmoset to preview the model, going to buy the new one once i get money, shouldnt take more than a few days,
Tell me what you think, alot of texturing left of course.
oh nice, been keeping an eye on this piece. looking really good. you going to roughen up that step some? Like black rubber from shoes have been on it...
i don't know why but that "sector 4" just doesn't fit. if its only me then leave it.. but i would try to experiment with some other font that fits your prop style I like it very much tho, its coming a long really nice, and I like the grunge pass you made on it. Good work!
i quite like the sector 4 font ... it's (oh god) a bit quirky ... yeah yeah i know, but it suggests more about who owns the prop - like some big corporation that tries to be really caring but is in fact just plain sinister. It's got a bit of Portal about it.
but what's with the big Recyling logo above the footplate?
dude that looks cool! I think the sector 4 is a nice touch. Just that you need a bit of a more industrial text in there. Perhaps change it to S-4 Medic Unit? Or something like that.
Then the overall piece has a fuzzy metal feeling to it. Like its too dirty and not so dusty or weathered. Just dirty. I think you could just mask out parts of what you already have in the inner sections to bring a little more variety to it. Taking off 75 or 50 percent should give it a little bit more contrast.
And the new toolbag does rock! Their activation process is weird...asking you for finger prints! lol
raul: Thanks a lot for the nice critics, the font defently need some change i agree with that, and i like the S-4 Medic Unit, i will work more on the metal.
Here is an update.
Worked on the diffuse added some more colors, rust, scratches and so on and changede the Sector 4 text.
I also did a spec, it feels a bit flat i think tough.
JonathanF: Thanks a lot Glad you liked the new font.
Well here is something i did today, worked on it for a few hours, nothing special.
Info:
3 * 512 Textures they all use the same textures.
The bent one and the smashed one is both on 176 triangles each, the straight on is on 122 triangles.
I know the uv's suck, but it was just for fun, and i am almost typing asleep right now... Zzzzzz.
Hey man! That looks nice! Although, you need to add some weather signs on the texture. Things like peeled paint from a car hitting it. Or rust from it getting rain. Loose a screw or 2. It needs to tell a story. It would be nice if u added some concrete. Or perhaps some dirt and grass.
raul: Thanks I couldnt put to much detail in it, because of the tiling, since they are all using the same texture. I agree that i could go a bit further with it.
Here is another small prop by me, havnt had time to start on something big yet.
Both assets are using the same texture, it's to show that you create diffrent lamps with the same model and texture.
Info: 4 1024 * 1024 textures.
Polycount: The one with 2 lamps 2899 triangles, the one with 1 lamp 1433 triangles.
Replies
It's supposed to be a pillar that is also used as a medic locker, thats what the handle is for(if you can spot it)
Update btw:
make the door part a bit bigger and more useful. right now it just looks like a pillar with a small door wedged in it. if you're going to keep the wires then make some sort of syringe/ mechanical arm to deliver some sorta vaccine or whatever the thing is used for.
here's a few health stations from other video games for inspiration.
bioshock:
fallout:
halflife 2:
To everyone else, i will work on the design once i get home.
Thanks alot for the critics, no doubt they will help me
Try something different
I might remove both those pipes, maybe some smaller ones, will defently use one of those designs there
Planning to add some more hospital equipment and such.
Keep the critics comming
New update
Another update, closing in on the finish line for the highpoly now.
Please come with critics and suggestions
"I know i forgot to turn off turn of shadows for some of the floaters
It's at 2212 triangles.
Please critic on the lowpoly tough
ajr2764: Thanks for give me another perspective, i never liked the block at the bottom but never knew what todo with it, but i got an idea from what you said, i'm planning to make it a bit more skewed and put some pattern on there so that they dont slip when they stand on it.
n88tr: It was mainly designed out of a fluid bag, but then i would need a pipe of some sort, and i want to avoid to have to many, so i figured it would be kind of an disposal bag for small body parts.
Unwrapping next then, not realy looking forward to that :P
I took the easy rute since it was made for a pistol grip, and i just scaled it down, will fix it when i get home
"Fixed the pattern
"Ah... the jpg quality strikes again"
it's a triipping hazard, you don't want someone to get hurt trying to get medical supplies, so wehy put something they'd trip on in the way. And i see no reason to have it be a 'stair'.
Baddcog: You are right, but since this is also a pillar i need to have something there to balance it out, but all suggestions are welcome
Using the old marmoset to preview the model, going to buy the new one once i get money, shouldnt take more than a few days,
Tell me what you think, alot of texturing left of course.
Update on the texture:
glottis8: Thanks
but what's with the big Recyling logo above the footplate?
I tought of changing "Sector 4" to medic or something else.
Then the overall piece has a fuzzy metal feeling to it. Like its too dirty and not so dusty or weathered. Just dirty. I think you could just mask out parts of what you already have in the inner sections to bring a little more variety to it. Taking off 75 or 50 percent should give it a little bit more contrast.
And the new toolbag does rock! Their activation process is weird...asking you for finger prints! lol
I don't think medical supplies get recycled.
Sorry that sign just threw me off a bit, keep on trucking.
Yeah, the automatic activation didnt like the "
Worked on the diffuse added some more colors, rust, scratches and so on and changede the Sector 4 text.
I also did a spec, it feels a bit flat i think tough.
Please comment and critic
Textured model in toolbag with wireframe overlayed.
3 1024 textures, textured in 4 k then downscaled to 1 k.
Well here is something i did today, worked on it for a few hours, nothing special.
Info:
3 * 512 Textures they all use the same textures.
The bent one and the smashed one is both on 176 triangles each, the straight on is on 122 triangles.
I know the uv's suck, but it was just for fun, and i am almost typing asleep right now... Zzzzzz.
Model:
Textures:
Here is another small prop by me, havnt had time to start on something big yet.
Both assets are using the same texture, it's to show that you create diffrent lamps with the same model and texture.
Info: 4 1024 * 1024 textures.
Polycount: The one with 2 lamps 2899 triangles, the one with 1 lamp 1433 triangles.
Toolbag screenshots.
Texture Sheet.
Started on the highpoly, critics are very welcome
Need some help with the back.
Any critic is very welcome