A small update on my forklift and f.e.a.r weapon.
This is my first ever complete weapon and vehicle so there are some mistakes.
I have a hard time figuring out what to do with the weapon.
I have a bug in toolbag, not really toolbags fault more my mesh, but if someone please can tell me how to fix it, it would help me a lot
Oooo, I don't know too much about guns, but I think yours looks really nice :]
For the forklift I'd say try working on the textures a bit more, right now everything just kinda looks like flat color as opposed to metal, or paint on metal. Maybe pick a slightly noisier/more interesting metal texture (scratches and dents and whatnot) for the darker metal areas. For the yellow part, add some places where the paint got scratched off, maybe add some stickers/tape/labels, etc. And you need dirt - it's a forklift cmon! xD Add in crevice areas and around bolts and stuff. But nice so far !
Maybe it's just me, but add an extra edge loop to the wheels inner part and pull them in to give em a little more depth. Other than that, great work Andreas! Keep going!
chrisradsby: I did change the lowpoly on the wheels, but I did go a bit to subtle on it so it doesn't show, so I practically just added more poly's, GREAT SUCCESS!
A really small update, forklift texture still wip no spec on it yet, small modeling changes on the rifle.
Hope some of you will take the time to critic this, I really need it
A little update, calling the forklift done now
It took a few lifetimes to get done with it.
A lot I could do different but I will take that with me to the next project
So here it is and some other things I been working on.
Here is my first tree, I figured I should try making one, not very happy with it but it was a good practice for using tiling textures.
Another thing I have been working on, concept mockup made by me, nothing amazing but I had to do this for fun, dead island kind of thing.
Another update, almost finished with the highpoly now, going to soften a few edges and a few more things.
I would really like if someone had any tips on sculpting wood, cause right now it looks like a stone wrapped in cloth.
Also started on the lowpoly for the finished parts, currently at 976 tri's.
None art related but I finally bought a domain for my website/blog proud of myself
I have not had time to do much during the last month, mainly because I was at the hospital the entire Christmas, so it took some time to get started with 3D again.
Really small update on the rifle, I would like some help with this since I can't tell what's in the concept anymore now that I am working on the smaller shapes.
ae.: Thanks a lot, good to know I'm heading the right way
You are right, I should do an environment.
I'm just trying to finish up the projects I started, I try to get into that habit of completing things even if it doesn't end up as a portfolio piece
Just wondering for anyone that reads this, what project on my portfolio is the worst, and should be removed first when I'm done with something new?
Thanks, hoping to get the highpoly finished real soon
Well a few different things, but in the end I got type-1 diabetes.
Glad I got to the hospital tough, I don't want to die just yet, want to get my first industry job before that ;P
I'm fine, not much I can do about so I'm all relaxed and healthy
The old cannon is the least interesting, i would say dump that, or redo the textures, the textures feel flat and lifeless, the materials lack definition, and the bright wood makes it look like a toy, instead of sunbleached old wood, its also looks brand new, the wood looks too fresh.
Anyway, your new stuff is loads better and its easy to see the progress : ) I would do a second pass on that forklift though! It deserves a more interesting texture! Add some smaller decals, bolts, etc for fine detail, some better dirt and wear would probably help aswell. Like this for example:
Snefer: Thanks for the great critics
I agree with you, I did a bad job at both the texturing and uv mapping on the cannon, so I'll either remove it from the portfolio or redo the texture to make it look older.
And I am not happy with the forklift texture myself, it turned out really boring and I underdid the wear cause I did not want to go overboard so I went to clean instead, will try and get a second pass on the forklift done, I want it to look good
Critics like this makes it so much better for me, cause after I have worked on something for some time, I can't really tell what's wrong anymore.
So keep them coming
Also big tip I'll give you: watch out with your edge hardness/bevel sizes in you highpoly, you make them very sharp a lot of the time. I'd go over the rifle and soften it all up, as a lot of edges will barely be a pixel on your normalmap.
Xoliul: Thanks, I always have problems with that even if I try to remember it, as for the forklift I had to go back and soften up the edges on the highpoly before baking.
I will soften up the edges on the rifle
Hy everyone, a little update from me.
I will show more tomorrow from a scene I am working on, just wanted to post some now
Here is the bake, lowpoly with normal map for the bicycle seat weapon.
Here is 2 rocks for the scene I am doing, HUGE thanks to Raul for teaching me how to texture rocks!
He also gave me pointers during the sculpting process.
Nice man! Keep up the good work! That riffle is looking boss btw! There r a few areas that still look a bit too harsh, but man uve stepped it up a lot!
However, I think overall it looks a little flat, and the metal isn't reading well. Is there a spec map? And the sides of the wheels look like they could use a stronger normal or more geo as well
The forklift is looking nicer but as Swing said it needs a (noticeable) spec. The wheels look dirtier then the previous texture which is awesome, much more realistic, however while the rest of it looks quite dirty, the black beams over the roof area look a little to clean. I know there off the ground but i think a little scratch here and there will help
Thanks both of you
About the spec this screenshot is only diffuse and normal map, planning to rework the spec map soon, before that I need to figure out a few things and do some geo fixes.
cptSwing: Agree about the wheels lacking, going to change the mesh soon
Darkleopard: Will get some more dirt on the beams thanks for pointing that out, also I have dirtied up the wheels a bit more after this screenshot, mainly on where the threads are.
Here is 2 rocks for the scene I am doing, HUGE thanks to Raul for teaching me how to texture rocks!
He also gave me pointers during the sculpting process.
Of course I looked for reference on Google and took quite a few screenshots from rocks in Rage since I liked those.
A few things I learned was go sharp, at first I tried not making the edges to sharp because of how it would look in the normal map,
so my first tries where really blobby and looked more like a dirt ball than rock.
I had to do quite a few tries before getting on the right path, the first ones where just horrible but important to go trough,
sculpt a rock then delete it, sculpt a new one delete it and so on, no one needs to see them they are for practice.
Did a timelapse of how I sculpt rocks, I just mess about until I find something that looks ok :P
[vv]39161781[/vv]
PSD File http://dl.dropbox.com/u/1506599/RockDiffusePSD.psd
Brushes I use are the move brush, clay, claytubes, TrimSmoothBorder(Square/Rough alpha) and some of the polish/dynamic brushes.
For the lowpoly I was lazy, mainly using Pro Optimizer inside 3ds max and then going over and cleaning up some bad parts,
after that I did the unwrapping, baked out normal and ao maps and then comes the texturing.
Sorry for the bad quality on the video, hope I can be forgiven
Update on the rifle.
Tried to fix a few areas and add some things that where missing, still the edges are to sharp so I plan to loose them up after I have got some sleep and get home from work.
Thanks Raul
Man this is really cool stuff here! Who knew you would progress so much in such a shot period of time lol The forklift is great, textures are real nice. And the gun looks tip top, though a couple of details look a bit cartoony. Keep on it man!
Ged: Thanks for mentioning that, tried to change it to more squarish to fit the rest of the gun, glad you like the forklift
Done some more on the rifle think I am near completing the highpoly now, unless anyone have some critics
Did a paintover in photoshop to plan out where to put my poly's, I will probably go higher than what's here.
some nice progress and assets in here man. Subscribed! I will keep an eye out! You should put some pics from the thread in the first post... to hook ppl.
Got kinda lucky I think, I am using xoliul shader 2
Hope I can get rest of the lowpoly done today, then do a quick bake of it all and move on to doing proper uv's.
Anyone have any opinions on the texture res I should use, I am thinking to go 2 k but don't know if I should go bigger.
Did not get any work done yesterday, calling the lowpoly almost done.
A few more poly's to waste and then I am doing the uv mapping, would be nice to hear what you guys think.
Replies
This is my first ever complete weapon and vehicle so there are some mistakes.
I have a hard time figuring out what to do with the weapon.
I have a bug in toolbag, not really toolbags fault more my mesh, but if someone please can tell me how to fix it, it would help me a lot
Assault rifle
Forklift.
For the forklift I'd say try working on the textures a bit more, right now everything just kinda looks like flat color as opposed to metal, or paint on metal. Maybe pick a slightly noisier/more interesting metal texture (scratches and dents and whatnot) for the darker metal areas. For the yellow part, add some places where the paint got scratched off, maybe add some stickers/tape/labels, etc. And you need dirt - it's a forklift cmon! xD Add in crevice areas and around bolts and stuff. But nice so far !
Will keep everything you said in mind
You are right they look to flat, will change that when I come home.
Higher res render this time.
A really small update, forklift texture still wip no spec on it yet, small modeling changes on the rifle.
Hope some of you will take the time to critic this, I really need it
It took a few lifetimes to get done with it.
A lot I could do different but I will take that with me to the next project
So here it is and some other things I been working on.
Here is my first tree, I figured I should try making one, not very happy with it but it was a good practice for using tiling textures.
Another thing I have been working on, concept mockup made by me, nothing amazing but I had to do this for fun, dead island kind of thing.
Just a small model update, I'm not aiming for complete accuracy for this since I plan to complete it fairly quickly(believe it or not)
I would really like if someone had any tips on sculpting wood, cause right now it looks like a stone wrapped in cloth.
Also started on the lowpoly for the finished parts, currently at 976 tri's.
None art related but I finally bought a domain for my website/blog proud of myself
If you have any critics please shout them at me
It's at 4668 triangles.
I have not had time to do much during the last month, mainly because I was at the hospital the entire Christmas, so it took some time to get started with 3D again.
Really small update on the rifle, I would like some help with this since I can't tell what's in the concept anymore now that I am working on the smaller shapes.
It would be great if you could take the skills you've developed and made an environment, it would really flesh out your portfolio
Cheers,
Arman
You are right, I should do an environment.
I'm just trying to finish up the projects I started, I try to get into that habit of completing things even if it doesn't end up as a portfolio piece
Just wondering for anyone that reads this, what project on my portfolio is the worst, and should be removed first when I'm done with something new?
Well a few different things, but in the end I got type-1 diabetes.
Glad I got to the hospital tough, I don't want to die just yet, want to get my first industry job before that ;P
I'm fine, not much I can do about so I'm all relaxed and healthy
Anyway, your new stuff is loads better and its easy to see the progress : ) I would do a second pass on that forklift though! It deserves a more interesting texture! Add some smaller decals, bolts, etc for fine detail, some better dirt and wear would probably help aswell. Like this for example:
I agree with you, I did a bad job at both the texturing and uv mapping on the cannon, so I'll either remove it from the portfolio or redo the texture to make it look older.
And I am not happy with the forklift texture myself, it turned out really boring and I underdid the wear cause I did not want to go overboard so I went to clean instead, will try and get a second pass on the forklift done, I want it to look good
Critics like this makes it so much better for me, cause after I have worked on something for some time, I can't really tell what's wrong anymore.
So keep them coming
I will soften up the edges on the rifle
I will show more tomorrow from a scene I am working on, just wanted to post some now
Here is the bake, lowpoly with normal map for the bicycle seat weapon.
Here is 2 rocks for the scene I am doing, HUGE thanks to Raul for teaching me how to texture rocks!
He also gave me pointers during the sculpting process.
More updates tonight
Started texturing this today, still early but critics are very welcome
However, I think overall it looks a little flat, and the metal isn't reading well. Is there a spec map? And the sides of the wheels look like they could use a stronger normal or more geo as well
About the spec this screenshot is only diffuse and normal map, planning to rework the spec map soon, before that I need to figure out a few things and do some geo fixes.
cptSwing: Agree about the wheels lacking, going to change the mesh soon
Darkleopard: Will get some more dirt on the beams thanks for pointing that out, also I have dirtied up the wheels a bit more after this screenshot, mainly on where the threads are.
really like the textures now
Fun to be on the recap to
Rest of the images can be seen on my portfolio.
Can you share how you made these?
Raul teached how to texture the rocks and gave me pointers on the sculpting process.
I will try and cover the modeling I did.
Since I had never modeled rocks before, I started looking for some videos and info on how others do it.
Two youtube videos that helped me was these two.
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Used most of the techniques from the first one.
Of course I looked for reference on Google and took quite a few screenshots from rocks in Rage since I liked those.
A few things I learned was go sharp, at first I tried not making the edges to sharp because of how it would look in the normal map,
so my first tries where really blobby and looked more like a dirt ball than rock.
I had to do quite a few tries before getting on the right path, the first ones where just horrible but important to go trough,
sculpt a rock then delete it, sculpt a new one delete it and so on, no one needs to see them they are for practice.
Did a timelapse of how I sculpt rocks, I just mess about until I find something that looks ok :P
[vv]39161781[/vv]
PSD File
http://dl.dropbox.com/u/1506599/RockDiffusePSD.psd
Brushes I use are the move brush, clay, claytubes, TrimSmoothBorder(Square/Rough alpha) and some of the polish/dynamic brushes.
For the lowpoly I was lazy, mainly using Pro Optimizer inside 3ds max and then going over and cleaning up some bad parts,
after that I did the unwrapping, baked out normal and ao maps and then comes the texturing.
Sorry for the bad quality on the video, hope I can be forgiven
Tried to fix a few areas and add some things that where missing, still the edges are to sharp so I plan to loose them up after I have got some sleep and get home from work.
Thanks Raul
Update on the rifle some small tweaks and some bigger ones, hoping to get the highpoly finished soon so I can start on the lowpoly
Done some more on the rifle think I am near completing the highpoly now, unless anyone have some critics
Did a paintover in photoshop to plan out where to put my poly's, I will probably go higher than what's here.
Comment if you see something
A very quick and dirty test bake, no proper uvs or smothing groups set up yet.
Hope I can get rest of the lowpoly done today, then do a quick bake of it all and move on to doing proper uv's.
Anyone have any opinions on the texture res I should use, I am thinking to go 2 k but don't know if I should go bigger.
A few more poly's to waste and then I am doing the uv mapping, would be nice to hear what you guys think.