BASTARDO I just finished a cannon! lol Looks pretty good but I'm not digging the proportions, it seems like the back of the cannon I think could be longer, just looks a little wierd to me
the lamp looks really cool but i think with a gradient on the glowing glas you could reach a better level of greatness. As you see in the axamples, at the egdes there is more dirt for example so that there is less light then in the center.
Mio: Thanks, and i am looking forward to texturing it Not so much the uving tough xD
SimonT: Thanks, i did try to get that effect going but i sorta gave up a bit to early i migh go back and redo that part
Update time:
Sculpted some wood in zbrush it did loose alot detail when i reduced in mesh lab, i might make it a bit higher poly.
Keep in mind that the wood wont be so lumnpy when i get to baking it and generating some detail normal maps.
The high poly cannon is looking sweet! I liked it better before zbrush. It looked less blob like. Those ropes look pretty cool! On the low poly, you may need to give the wheels more tris right now they are too pointy. Same goes for the end of the barrel. Where is round, is looking too pointy. Check your silhouette when your adding those tris. Is only the outer silhouette that you should be concerned with.
I know you just got started texturing, but the wood base texture in use looks like is just a giant tile. And its all flowing the same way even on the textures. Post up your reference. Im curious to see what the wood looks like there. Texturing wood is hard! Just keep trying till you get something that looks natural, and not cg.
raul: Thanks alot, i didnt like my zbrush attempt myself either :P
I might go back to the lowpoly and add some more edges at places, since i did notice it myself when i started looking at the model in toolbag :P
Yeah, i have never been able to texture wood in a good way, but that is just one more reason to try and do it
As we all know my previus attempt sucked, so i have fixed some on the lowpoly and praticed texturing wood latley so i can do better when i get to texturing it.
This is just a test bake without a cage, just so you know
the low poly is looking very neat now! a few suggestions would be to make the inner circular shapes to have the smooth silhoutte as the wheels. or, kill the middle disc ( i guess thats the rim ) but keep the tube that comes out. So in the end you are left with the wheel, and last tube that comes out.
Thanks raul for taking the time to reply, thanks for the nice critics and i have worked on them, now i am baking the maps and getting ready to texture pretty soon
Been a while since my last post, atleast for my standards
Been struggling with the cannon, but i think it's due for a post
Keep in mind the specular map is just a quick one to get some highlights in there, and i am no way done, just wonder what you think so far, so keep them critics comming.
Done some more on the texture, this is screengrab using the flat shader in toolbag, so it's no lights, no specular or normal maps, just the diffuse.
And i would realy appreciate if you took the time to comment, since i do need some help and motivation to finish this
The wood is looking pretty convincing,tho I would spend a bitmoretimeon it. Add more detail to the rope and the cannon itself. At the moment the wood its the only thing that's gotten massive amounts of attention. see about balancing that level of detail among all the elements of your piece.
Well time to start a new project, this time i will try myself on this concept from Paul Richards(www.autodestruct.com), as you all know he's an amazing concept artist.
Here is the concept.
I realy suck at doing cars, so i cant promise this will go fine :P
But i hope to get some help and support from you guys
the wood on the cannon looks a little too yellow for it to be something old. I would like to see more ware on the wheels and dirt on the side from being exposed to the elements for so long.
I was pretty sure this topic died after i posted last time, good to see some life here.
popngear: Yeah, i did try to make it more beat up but i did fail, wood was alot harder todo than i tought at first, will keep it in mind
SasoChicken: Glad you like my work, warms my hart and keeps me going
Jet_Pilot: Yeah, i should have desaturated the wood some more, altough i didnt want it to look extreamly old like the one in my refrence, cause then i would have to rust up the cannon itself some more aswell.
thanks for taking the time to critic
Hy again, polycounters.
I know it's been a while since I started this, so it's definitely time for a update.
Have been lazy lately, so I hope to get more frequent updates going.
Thank you for looking and please leave a comment
Still working on that forklift, but before i post a new render of that.
I want to show you something i started on yesterday, this is a wip btw, still more things I need to do.
It's based on a concept i found in the bioshock art book.
Tyres look unconvincing . Edges are too sharp imo and grips kinda too shallow
So how about pick a nice reference and try to match it as close as possible?
And for extra twist you might be want to try a tyre with zigzag pattern for more modeling experience! XD
I have quite a few projects to finish now, hope you will stick with me :P
binopittan: Thanks, I will work on the tires once I get to the forklift again.
Just finished the lowpoly, uv and bake on the bioshock machine.
I am not going to do any drastic changes to it anymore, I would still be very velcome to critics to carry with me, and if it's not to big change I will change it.
Going to start texturing tomorrow.
Hy again everyone, the polycount on the last one was way to high, so I redid the lowpoly, uv and baking.
So started on the texturing, but I really do need some help from you, I am not quite sure what colors I am going to use, I was thinking of blue for the pipes, but I am afraid that it will look a bit to flashy.
So if you have something to share please do
Model with Xoliul shader
Wire
If anyone is wondering, I did the welds on the highpoly with splines and noise, after that I "found" this script http://jokermartini.com/extras/217/Welder works great, really worth a look.
Might be time for another update I have 3 - 4 different projects going on, trying to finish the older ones, like the forklift fairly quickly.
One other thing I have started is a weapon by a f,e,a,r 3 concept from Eliot Lilly, love many of he's concepts, take a look at he's blog: http://eliottlillyart.blogspot.com/
I know there was a f.e.a.r 3 art dump some time ago, and that the weapon might be there I don't know if it was included in the game, but I am planning to stay away from looking at that, as I want to see how I manage on my own.
Done with the highpoly for the forklift, unless any of you have critics, and I would be really glad if you have
Changed the pattern on the wheels, tweaked some shapes, made a new seat and added one more light.
Just a update on this, not really cool or exiting, but I hope someone likes that I am trying to share more than before.
Up in 9.980 tri's, wondering if I should keep the wheels on this polycount or reduce them.
I also plan to let the wheels have their own texture space, and use a decal texture for placing stickers on the model without mapping it unique.
Would be nice if you had some opinions, it's boring and kind of tragic talking to myself
Your low poly isnt consistent over all. Some elements are crazy optimized while others are totally wasteful.
The Tires for example are just insanely high lol.
Heres a Tip:
Keep the edge/silhouette the highest and work your way down.
Put those saved tris back into the main shapes, add bevel edges to accomodate a smooth and clean bake! example, the Seat. give it a nice smoothed feel.
Hope it helps.
Worked on what beancube pointed out, and did the lowpoly for the rest.
I will go over the model to see if there is anything more i can reduce or add.
UV's next
ysalex: Thanks
Well here is the lowpoly with the normal map apllied, I was supposed to be finnished with this faster, but I had to redo some parts of my highpoly right before baking.
nice bake on that! hows the weapon going? seems like you didnt get to the big shapes on the gun but you already started on some of the small ones, Im not sure if you did that on purpose or just havent got to it yet?
Ged: Thanks
I have not done much on that weapon lately since I am trying to finish this model first, and after I have done that I plan on finishing that weapon.
True that I have many of the big shapes left, I had some troubles with some of them, and at times I start with objects at random.
Replies
Update time:
looking forward to see the textured version
SimonT: Thanks, i did try to get that effect going but i sorta gave up a bit to early i migh go back and redo that part
Update time:
Sculpted some wood in zbrush it did loose alot detail when i reduced in mesh lab, i might make it a bit higher poly.
Keep in mind that the wood wont be so lumnpy when i get to baking it and generating some detail normal maps.
The triangle count is 5312 triangles.
I know you just got started texturing, but the wood base texture in use looks like is just a giant tile. And its all flowing the same way even on the textures. Post up your reference. Im curious to see what the wood looks like there. Texturing wood is hard! Just keep trying till you get something that looks natural, and not cg.
I might go back to the lowpoly and add some more edges at places, since i did notice it myself when i started looking at the model in toolbag :P
Yeah, i have never been able to texture wood in a good way, but that is just one more reason to try and do it
Here is my main refrence.
http://www.blackelfwarrior.com/100_0313.JPG
This is just a test bake without a cage, just so you know
Looking forward for those textures!
Been struggling with the cannon, but i think it's due for a post
Keep in mind the specular map is just a quick one to get some highlights in there, and i am no way done, just wonder what you think so far, so keep them critics comming.
Main refrence:
And i would realy appreciate if you took the time to comment, since i do need some help and motivation to finish this
Hope you like it
The wood is looking pretty convincing,tho I would spend a bitmoretimeon it. Add more detail to the rope and the cannon itself. At the moment the wood its the only thing that's gotten massive amounts of attention. see about balancing that level of detail among all the elements of your piece.
Feedback is very appreciated
Well time to start a new project, this time i will try myself on this concept from Paul Richards(www.autodestruct.com), as you all know he's an amazing concept artist.
Here is the concept.
I realy suck at doing cars, so i cant promise this will go fine :P
But i hope to get some help and support from you guys
Please tell me if you see something wrong at this stage
Happy modeling
popngear: Yeah, i did try to make it more beat up but i did fail, wood was alot harder todo than i tought at first, will keep it in mind
SasoChicken: Glad you like my work, warms my hart and keeps me going
Jet_Pilot: Yeah, i should have desaturated the wood some more, altough i didnt want it to look extreamly old like the one in my refrence, cause then i would have to rust up the cannon itself some more aswell.
thanks for taking the time to critic
I have a new project going on, doing a forklift this time. I hear you yell "But you already have a project, finish it you lazy bastard!"
You are right I did, and there is a chance that I will go back to it later, but not for now, when I'm better at modeling maybe
Critics are very welcome
Blockout:
Highpoly:
I know it's been a while since I started this, so it's definitely time for a update.
Have been lazy lately, so I hope to get more frequent updates going.
Thank you for looking and please leave a comment
Critics are very welcome
I want to show you something i started on yesterday, this is a wip btw, still more things I need to do.
It's based on a concept i found in the bioshock art book.
Please comment
Concept:
Highpoly:
So how about pick a nice reference and try to match it as close as possible?
And for extra twist you might be want to try a tyre with zigzag pattern for more modeling experience! XD
binopittan: Thanks, I will work on the tires once I get to the forklift again.
Just finished the lowpoly, uv and bake on the bioshock machine.
I am not going to do any drastic changes to it anymore, I would still be very velcome to critics to carry with me, and if it's not to big change I will change it.
Going to start texturing tomorrow.
Lowpoly with Normal and AO from toolbag.
So started on the texturing, but I really do need some help from you, I am not quite sure what colors I am going to use, I was thinking of blue for the pipes, but I am afraid that it will look a bit to flashy.
So if you have something to share please do
Model with Xoliul shader
Wire
If anyone is wondering, I did the welds on the highpoly with splines and noise, after that I "found" this script http://jokermartini.com/extras/217/Welder works great, really worth a look.
If you have any questions I would be more than happy to answer those, and hope some of you like my model and textures
In toolbag
Wire
Highpoly
Texture Flats
Not happy about the uv map, was better the first time but had to change it and did a loosy job.
Tri-Count: 5278
Texture Sizes:
Diffuse and Normal: 1 k
Specular\Gloss: 512 x 512
Glow: 256 x 256
If anybody wants I can clean up the psd and make that available for download.
Might be time for another update I have 3 - 4 different projects going on, trying to finish the older ones, like the forklift fairly quickly.
One other thing I have started is a weapon by a f,e,a,r 3 concept from Eliot Lilly, love many of he's concepts, take a look at he's blog: http://eliottlillyart.blogspot.com/
I know there was a f.e.a.r 3 art dump some time ago, and that the weapon might be there I don't know if it was included in the game, but I am planning to stay away from looking at that, as I want to see how I manage on my own.
Forklift
Assault Rifle
Concept by Eliott Lilly
Changed the pattern on the wheels, tweaked some shapes, made a new seat and added one more light.
I have started working on the lowpoly for the forklift, currently at 2.870 tri's, still a lot to do, and to optimize and what you see here
Up in 9.980 tri's, wondering if I should keep the wheels on this polycount or reduce them.
I also plan to let the wheels have their own texture space, and use a decal texture for placing stickers on the model without mapping it unique.
Would be nice if you had some opinions, it's boring and kind of tragic talking to myself
Your low poly isnt consistent over all. Some elements are crazy optimized while others are totally wasteful.
The Tires for example are just insanely high lol.
Heres a Tip:
Keep the edge/silhouette the highest and work your way down.
Put those saved tris back into the main shapes, add bevel edges to accomodate a smooth and clean bake! example, the Seat. give it a nice smoothed feel.
Hope it helps.
I'l try and get some more smoothness in the seat and other parts
I will go over the model to see if there is anything more i can reduce or add.
UV's next
Well here is the lowpoly with the normal map apllied, I was supposed to be finnished with this faster, but I had to redo some parts of my highpoly right before baking.
I have not done much on that weapon lately since I am trying to finish this model first, and after I have done that I plan on finishing that weapon.
True that I have many of the big shapes left, I had some troubles with some of them, and at times I start with objects at random.