tjdupree3dart - not bad, but get some more grunge/dirt/wear on those textures! use the specular to bring out the scratches.
Another note on specular maps: the metallic surfaces should have highlights of similar hue to their diffuse - NOT necessarily white. at the moment your oil drum and toilet look like they have a layer of lacquer on them. MattQ86 already posted this on the previous page but here it is again: http://www.manufato.com/?p=902
jaythurm, beautiful vase, what did you render with?
Wow, what great work this week Just finished this shiney and pretty vase
Looks nice. Realy liking that you are using a reflection-mask. But i would put more dirt into it, esp. at the bottom to raise the contrast and bring out the reflectivity. I also slighty would add the blueish painted parts in the refl. mask, cos its another material with different light behavior.
Also get rid of your weird topology at the bottom, makes no difference to your polycount but the shading in an game-engine maybe will be better and there wont be any tris.
Whats your texture seize? reflec. mask could be smaller as the other maps.
Is this just an exercise or are you going to create a scene?
Decided to give sculptris a go at lunchtime. See what its all about. Was fun, but my computer at work is shite. It crashed at one point but I was glad to see that Sculptris auto saves and the skull automatically reopened at the point just before it crashed, so lost no work.
Would love to have a Move brush. Is there one?
Anyway. Heres a Skull-ptris
Note: 20mins without skull reference, hence it's not very accurate model wise.
Hey Stinger88! The move brush in Sculptris is called the Grab brush. Global-> moves(grabs ) the whole object, Limit-> restricts how far you can move ("grab") in space geometry from the object. Without limit u can extend geometry as much as u can.
Hi,
I'm French CGStudent (ArtFX) and it's my first post here.
In order to practice 3D modeling (in Maya) I choose to model one of the District 9 movie gun.
First I start with a bloking based on picture from Weta Workshop Book The Art Of District 9
Looks nice. Realy liking that you are using a reflection-mask. But i would put more dirt into it, esp. at the bottom to raise the contrast and bring out the reflectivity. I also slighty would add the blueish painted parts in the refl. mask, cos its another material with different light behavior.
Also get rid of your weird topology at the bottom, makes no difference to your polycount but the shading in an game-engine maybe will be better and there wont be any tris.
Whats your texture seize? reflec. mask could be smaller as the other maps.
Is this just an exercise or are you going to create a scene?
That "weird" geometry is actually more optimized. Uniform sized triangles and maximizing the size of the triangles is faster. Check this interesting read: http://www.humus.name/index.php?page=News&ID=228
That "weird" geometry is actually more optimized. Uniform sized triangles and maximizing the size of the triangles is faster. Check this interesting read: http://www.humus.name/index.php?page=News&ID=228
hey nice article, didn´t thought about that point. thx.
Myles:
Stuff will never be that shiny underwater, especially when it was clearly some time down there. Its just shiny and wet when it is above the sea. There will be seaweeds, sand and stuff on it making it dull.
WIP of a concept I am working on for a personal project. Will cocktease you guys by not giving any more information at the moment :P but expect to see more soon
hmmm, well I can assure you I haven't seen those before you posted the links here (not a fan of killzone) so any similarities are purely coincidental. I can see what you mean tho, the coil in the back is similar, but this is based on a thumbnail I drew over a year ago.
WIP of a concept I am working on for a personal project. Will cocktease you guys by not giving any more information at the moment :P but expect to see more soon
A love it! Looking forward to see the real deal man!
Here are some drawings I did yesterday during the lunch and dinner breaks. Some are straight taken from the Metroid series, and some are variations based on that. The Metroid 25th anniversary is coming soon, so I thought I could do something about it
Here are some drawings I did yesterday during the lunch and dinner breaks. Some are straight taken from the Metroid series, and some are variations based on that. The Metroid 25th anniversary is coming soon, so I thought I could do something about it
Metroidz! Gotta love the slimey brainsucking bastards! Looking great man, you should definitely paint a couple of these or a make a game version.
Oniram, you got some pretty messed up geometry on that pistol there, seems you also have a hard time deciding if it should be a hi-poly or lo-poly model. My tip to you is to check out some of the hi-poly to lo-poly modeling method tutorials out there and learn more about normal-mapping e.g. But keep at it dude!
Wait what?! He should check out tutorials? I would say that he got some opportunity for optimizing, but almost all hes high-ish poly stuff is right in your face. If you look at the handle for example, most of the geometry follows the flow of the HP and then it's connected up with triangles.. That's just..
Wait what?! He should check out tutorials? I would say that he got some opportunity for optimizing, but almost all hes high-ish poly stuff is right in your face. If you look at the handle for example, most of the geometry follows the flow of the HP and then it's connected up with triangles.. That's just..
...someone learning? I don't know, I'd be surprised if you never did something when learning that if you were to look at now, you wouldn't be like "wtf, why did I do that...?".
...someone learning? I don't know, I'd be surprised if you never did something when learning that if you were to look at now, you wouldn't be like "wtf, why did I do that...?".
Sure, ofc i have that. But it wasn't what i was talking about. It was just that it felt that i wrote with a tone of, you know what you should go back to the drawing board with this.. Maybe unnecessary to even say anything, i don't know..
Anyhow, my latest adventure.. First bake.. Abviously the other side isn't duplicated around yet.. And yes, there is shading errors and missed rays.. I know
Currently finished these, I'm very happy with the results
First is a Pillar I decided to redo, the original was pretty bad. Overall worked out well, messed around in Marmoset with lighting, here are the two images I came up with.
Then today I decided to make a brick since I found out that Sculptris had come out on Mac, so I messed about in that and came out with this:
Then after creating various maps I finished it up and just did a quick render in Blender.
Not sure what's next, but these past two days have been productive.
Are the teeth painted on there or alpha planes, gilesruscoe? If the latter, you may want to make them bigger, he has no teeth from the sides.
Also, the jaw looks kinda weird, it extends a bit too far imho. But if that's in your design, nevermind what I said.
Replies
Another note on specular maps: the metallic surfaces should have highlights of similar hue to their diffuse - NOT necessarily white. at the moment your oil drum and toilet look like they have a layer of lacquer on them. MattQ86 already posted this on the previous page but here it is again: http://www.manufato.com/?p=902
jaythurm, beautiful vase, what did you render with?
Moar here!
Looks nice. Realy liking that you are using a reflection-mask. But i would put more dirt into it, esp. at the bottom to raise the contrast and bring out the reflectivity. I also slighty would add the blueish painted parts in the refl. mask, cos its another material with different light behavior.
Also get rid of your weird topology at the bottom, makes no difference to your polycount but the shading in an game-engine maybe will be better and there wont be any tris.
Whats your texture seize? reflec. mask could be smaller as the other maps.
Is this just an exercise or are you going to create a scene?
Would love to have a Move brush. Is there one?
Anyway. Heres a Skull-ptris
Note: 20mins without skull reference, hence it's not very accurate model wise.
I'm French CGStudent (ArtFX) and it's my first post here.
In order to practice 3D modeling (in Maya) I choose to model one of the District 9 movie gun.
First I start with a bloking based on picture from Weta Workshop Book The Art Of District 9
That "weird" geometry is actually more optimized. Uniform sized triangles and maximizing the size of the triangles is faster. Check this interesting read: http://www.humus.name/index.php?page=News&ID=228
hey nice article, didn´t thought about that point. thx.
I agree. The tip of the thumb would cross over an apex, er... hard to explain. Looks cool though!
Seth: I was thinking an orcish type thing similar to something in LOTR, I know it's been done to death, but I've always wanted to give it a go
no *coloured* spec. It's greyscale
Stuff will never be that shiny underwater, especially when it was clearly some time down there. Its just shiny and wet when it is above the sea. There will be seaweeds, sand and stuff on it making it dull.
changed up the proportions on this ugly bleeder today, and fixed up the gut oversag a bit too
Harry: Yummy, really nice work on the metal.
mjackson126: great progress, he's coming together nicely.
FirstKeeper: awww, bless him....I get a kind of cuthulu viva pinata vibe off him, great work.
WIP of a concept I am working on for a personal project. Will cocktease you guys by not giving any more information at the moment :P but expect to see more soon
http://cghub.com/images/view/141133/
http://cghub.com/images/view/141482/
here is something i started working on. based on a squid mask, one thing led to another and added an arm. Davie Jones long lost brother.
hmmm, well I can assure you I haven't seen those before you posted the links here (not a fan of killzone) so any similarities are purely coincidental. I can see what you mean tho, the coil in the back is similar, but this is based on a thumbnail I drew over a year ago.
Eh, what's original anymore eh?
A love it! Looking forward to see the real deal man!
Working on a fun project
Head wip. Will be adding asymmetry la8rz
Body wip
Metroidz! Gotta love the slimey brainsucking bastards! Looking great man, you should definitely paint a couple of these or a make a game version.
Firstkeeper: Ha! That little guy is cute.
...someone learning? I don't know, I'd be surprised if you never did something when learning that if you were to look at now, you wouldn't be like "wtf, why did I do that...?".
Sure, ofc i have that. But it wasn't what i was talking about. It was just that it felt that i wrote with a tone of, you know what you should go back to the drawing board with this.. Maybe unnecessary to even say anything, i don't know..
Anyhow, my latest adventure.. First bake.. Abviously the other side isn't duplicated around yet.. And yes, there is shading errors and missed rays.. I know
First is a Pillar I decided to redo, the original was pretty bad. Overall worked out well, messed around in Marmoset with lighting, here are the two images I came up with.
Then today I decided to make a brick since I found out that Sculptris had come out on Mac, so I messed about in that and came out with this:
Then after creating various maps I finished it up and just did a quick render in Blender.
Not sure what's next, but these past two days have been productive.
A small scene I started inspired by 'The Dig'. Just started my hand painted textures.
Done in Unity 3.
Edit:
Timelapse uploaded
[ame]http://www.youtube.com/watch?v=NqXrhAKHHZI[/ame]
Also, the jaw looks kinda weird, it extends a bit too far imho. But if that's in your design, nevermind what I said.