Figuring this out as I go. Using generated maps to create masks for snow and rock. Read up on fresnel in UDK, has a pretty interesting effect in Marmoset. Gonna plug it up in Mari later. Also Knald is the tits.
Great stuff in here! I like your art style a lot! There are some really awesome characters (drawn and sculpted) in here. And some sweet environment stuff, too.
playing with the terrain Ive built and exported into U4. Only diffuse and normals. Ill probably throw a metal/reflectivity map in there but It probably wont be necessary because they will be mainly in the background.
i think it will look 10 times better if you display this with a plain backround (mabye a nice gradient). the scene behind distracts from how great the ship is. Great job though Can you show your maps btw ?
i think it will look 10 times better if you display this with a plain backround (mabye a nice gradient). the scene behind distracts from how great the ship is. Great job though Can you show your maps btw ?
Watching walking dead the game and doing 3d. Spent most of the time making supporting edge loops and making sure the mesh subdivided properly. Also, a little bit of design sense the concept is loose and some of it is hidden.
Finished with the high poly for now but may polish it up later on but I'm sick of looking at it. Its standing at 53 mill right now even with a lot of the sub tools not mirrored, the next step would be to decimate, organize, explode, generate the low poly, bake, all of which are tedious. For anyone who cares I might document the process.
Moving on to some Unreal 4 work.
(note to self; antenna and ladder, reactive armor on wheel shaft, armor plating on turbine)
Working in the quixel suite. Have a good grasp on how the texturing would go into the scene for this thing, gonna import it into Unreal next. Got a few kinks polish still though.
I think the high poly looks kinda wonky and just not very good. There is tons of pinching and some pointless details and feel kinda just on top of stuff and since you sculpted a lot of it it's very messy. I would either do a lot of rework on it or not do it. Model that guy you drew that looks awesome!
The textures on this guy you're making look kinda odd and photosourced in a bad way. Does it have a normal map on it? Also your lighting is extremely uniform. The first two shots look good but this latest one doesn't meet the same standard.
Is this better? Mabey there was a bit too much post process...It does have a normal map. Ill think about it! but getting an environment portfolio up is priority. Thanks though!
The details I pointed out apply to most of the model. The version with the flaming slts looked so much cooler too. I get you want another portfolio peice but it really is not even close to the quality of your other models and I highly advice against continuing it. It isn't looking good man. The space ship was great but this needs a lot of work to be something worth putting in your portfolio.
If you look at the darksiders image I posted you can see the details have the normal equivalent. The sword is a prime example, that sculpt they did really emphasizes those cracks, yours looks odd and like you didn't even bake it in it's current state. I went back I see you did sculpt it, maybe you should light it better and have more subtle and better textures, I'd really reccomend trying thier style of texturing since it looks like it's that style anyways. This isn't a creative thing, it's your textures and presentation is bringing down the whole model. The first render with the flamey slits is the best of all of them.
Idea of the composition layout. Ill be masking some areas and concepting some different color theory's (as suggested by other people), as well as some background ideas before investing in the 3d models, all in Photoshop.
Any suggestions are always welcome.
Replies
Now it just needs a kid in the background with a remote control
Nice PBR stuff, the environment is coming along as well!
Quick sketch. haven't drawn in like 2 years. Back to 3D.
learing how to build terrains for projects.
Figuring this out as I go. Using generated maps to create masks for snow and rock. Read up on fresnel in UDK, has a pretty interesting effect in Marmoset. Gonna plug it up in Mari later. Also Knald is the tits.
Second project, rotating to an older one. Blocking out, breaking down.
Your progress has been very fun to watch.
I need to stop looking at this... playing in UE4. Normals, AO and emissive. More coming soon.
[ame="http://www.youtube.com/watch?v=43bamteqZzc"]Darksiders inspired Unreal 4 enviroment - YouTube[/ame]
Ambient occlusion and normals only. Will texture later and play with some particle effects, mabey.
I realy need to limit myself to only one week per project. I tend to loose momentum and drag and waste my own time Rotating again.
playing with the terrain Ive built and exported into U4. Only diffuse and normals. Ill probably throw a metal/reflectivity map in there but It probably wont be necessary because they will be mainly in the background.
Used an emmissive to make the snow emit its own light and seem like its gleaming. Dulled the rocky areas.
approached and textured with "next gen" PBR
I agree, thanks for the input!
[ame="http://www.youtube.com/watch?v=_Z3HtGAHIgc"]www.youtube.com/watch?v=_Z3HtGAHIgc[/ame]
I preview the maps in here. ^
Taking a break from 3d
Watching walking dead the game and doing 3d. Spent most of the time making supporting edge loops and making sure the mesh subdivided properly. Also, a little bit of design sense the concept is loose and some of it is hidden.
Support loops. All dey erry dey.
Finished with the high poly for now but may polish it up later on but I'm sick of looking at it. Its standing at 53 mill right now even with a lot of the sub tools not mirrored, the next step would be to decimate, organize, explode, generate the low poly, bake, all of which are tedious. For anyone who cares I might document the process.
Moving on to some Unreal 4 work.
(note to self; antenna and ladder, reactive armor on wheel shaft, armor plating on turbine)
Going into unreal next and texturing the level according to this asset
The textures on this guy you're making look kinda odd and photosourced in a bad way. Does it have a normal map on it? Also your lighting is extremely uniform. The first two shots look good but this latest one doesn't meet the same standard.
Is this better? Mabey there was a bit too much post process...It does have a normal map. Ill think about it! but getting an environment portfolio up is priority. Thanks though!
Ill see what I can do about the micro details.
If you look at the darksiders image I posted you can see the details have the normal equivalent. The sword is a prime example, that sculpt they did really emphasizes those cracks, yours looks odd and like you didn't even bake it in it's current state. I went back I see you did sculpt it, maybe you should light it better and have more subtle and better textures, I'd really reccomend trying thier style of texturing since it looks like it's that style anyways. This isn't a creative thing, it's your textures and presentation is bringing down the whole model. The first render with the flamey slits is the best of all of them.
Appreciate the critique!
Small update on where Im going with this. Unreal 4. Some rim shaders would be cool...
Any suggestions are always welcome.
That being said, if the canvas was THAT overlay, totally awesome-sauce