Modular sci fi floor tile for a portfolio piece. I need to fix the edges, but other than that, the bake came out nice. Still need to bake out modular pipe set that goes with it. 362 tris.
I'm still not sure if I should take a clean Mass Effect route or an industrial grungey look. I made a nice high poly floor light to go in the center, but it's missing from my files.
Mrskullface Great head, really dig his hair! Was the Slash brush used extensively on it?
actually i don't use really anything past the standard and clay. i cut out the general hair shape with the negative standard brush then make a curl with a positive standard brush and then with the clay brush i flatten each side. sometimes I use the Hpolish. i should try out the slash then : ]
working on some purely hand painted textures. Been quite a long time since I've tried.
coming along nicely!
i think some edge definition could help - it seems like all your hard, crisp details are in the center of each board, instead of defining the edges. this creates a convex and soft feeling to each board. you've shaded them to reinforce this, with the centers being lighter than the edges.
same goes for the top and bottom edges - these are both uniformly darker than the middle. they also get a LOT more 3d, which further separates them from the rest of the texture.
while definitely cool looking, your swirly knots feel out of place, as there's nothing else of that sort in the textures. i would expect a lot more grain-lines and imperfections to go along with these. go crazy!
and keep in mind, wood grain doesn't always follow the boards - you can get some really cool looking variation between boards by showing off all the different ways the grain can manifest itself when cut into boards.
lastly, it is in need of some color variation. this is the single biggest complaint i have when people do 'hand painted' textures. they're often very flat with little color range. easy to fix after you're done with some layers, but i think it always looks better if you actually paint with those colors and get those interesting mixes.
looks like it's still a WIP, but i thought i'd throw out these observations
i think some edge definition could help - it seems like all your hard, crisp details are in the center of each board, instead of defining the edges. this creates a convex and soft feeling to each board. you've shaded them to reinforce this, with the centers being lighter than the edges.
same goes for the top and bottom edges - these are both uniformly darker than the middle. they also get a LOT more 3d, which further separates them from the rest of the texture.
while definitely cool looking, your swirly knots feel out of place, as there's nothing else of that sort in the textures. i would expect a lot more grain-lines and imperfections to go along with these. go crazy!
and keep in mind, wood grain doesn't always follow the boards - you can get some really cool looking variation between boards by showing off all the different ways the grain can manifest itself when cut into boards.
lastly, it is in need of some color variation. this is the single biggest complaint i have when people do 'hand painted' textures. they're often very flat with little color range. easy to fix after you're done with some layers, but i think it always looks better if you actually paint with those colors and get those interesting mixes.
looks like it's still a WIP, but i thought i'd throw out these observations
That's great Sectaurs, thanks for the feedback! I'll be making some changes
Sooo, I decided to creat a new series.. kind of a world.. ye,
that is called DEMONOLOGY, so I guess you know what it's about
I got a lot of the stuff thought out so.. hopefully I will write something down about it.. even though my english and writing sucks so..
but anyways, here we have Dunn
who is the main character of this world
naked and dressed sheet of him!
not that much to say about him now really...
but I sure like the idea I have for this
so I will surely make more and more stuff for this!
aaand if you are interrested in knowing more about this? just note me!
I will also hopefully make a 3d model of him! sure will be a challenge since I just started doing 3D!
thoughts crits are welcome!
Awesome stuff people :poly142:
Orb,Seth : thanks for looking i appreciate it:)
EiGHT : very cool dude,are you gonna take him further,low poly textures and all ?
Parnell : love her face,also big Bubblegum Crisis fan,looking forward for more updates
Here's my progress on that beast character,finished raw sculpt and some basic polypaint gonna retopo this sucker now...
konstruct - Thanks man, hey could you explain these aggressive shapes to me.I would love to apply the change especially since I've been feeling the same but am a bit clueless on how to do so.
Hboybowen- Wish granted lol.Recycled from a model that just didn't make it lolol.
g2000 - You know I am man.Hes first in a series of 3.So much hard surface modeling in my immediate future *sigh*.Dude that Beast is sexeh!!Also,is that the clay tube brush you were using in your video.
First texture test in source engine, just using brushwork at the moment, i.e. no model.
I'm using source engine, specifically, l4d2.
- normal map is as good as useless (lighting, detail density, etc) no ssbumps (source-specific directional normal maps)
- unflattering lighting (improved lighting needed)
- feels rather clean & sterile, and boring at the same time (<20 min hammer job)
- needs more props with textures applied
- not particularly fond of colour combination
- more interesting environment
Thanks! I definitely need to rework that texture some.
I painted another wood texture today, trying some other ways.
The 2nd one looks flat but the way you did the grooves/grains imo are better than the 1st one.So maybe a combination of both would be better and also slight/subtle color variations between each plank wouldn't hurt either.I mean color adjusting them to make one for example greenish while the other more bluish or something.Thanks for posting this, made me want to revive my old thread and do handpainted stuff again.:)
eight - that armor is really cool, give his face some love though! mgreke - nice turnaround, it would look sweet in 3d g2000 - gnarly creature moof - that modeling looks really clean; i'm diggin that concept too, please work in it some more!
Working on the Ionian Nebula for our BSG mod. The nebulae textures are heavily WIP and their placement is just for quick testing - it's not final (I know they don't make sense here).
I would recommend removing geometry; notoriously lots of edges don't do well with turbosmooth, only when you need really complicated shapes, but in my experience that's really on of the only situations where the shouted rule "moar geo!" helps. in general, and certainly when creating large shapes, less geo is the way to go. (at least, and again, in my experience; other people might think differently about this)
then, when the geometry is less complicated, i would start by first putting in the shape you want where you want it, and then think about how the edgeflow on that part of the model should be. in this case, going in a curved manner around the hole is probably the preferable technique. also, I see (or at least it seems like it) you have a pole right on the edge of the circular shape. this is a recipe for disaster
poles in general should be forbidden when creating high poly models, but unfortunately it's not always possible to avoid them completely. BUT, in this case you really should try to find a way not to have a pole there, it's messing up the circular shape.
Thanks so much mate! I finally solved it. Kept the extra geo near the circle and nuked a lot of other edge loops. Went back and relaxed some verts and bam! Done.
Replies
Modular sci fi floor tile for a portfolio piece. I need to fix the edges, but other than that, the bake came out nice. Still need to bake out modular pipe set that goes with it. 362 tris.
I'm still not sure if I should take a clean Mass Effect route or an industrial grungey look. I made a nice high poly floor light to go in the center, but it's missing from my files.
actually i don't use really anything past the standard and clay. i cut out the general hair shape with the negative standard brush then make a curl with a positive standard brush and then with the clay brush i flatten each side. sometimes I use the Hpolish. i should try out the slash then : ]
What's with the lighting?
what tutorials? link?
hey i'm working on that, don't you dare! :poly127:
coming along nicely!
i think some edge definition could help - it seems like all your hard, crisp details are in the center of each board, instead of defining the edges. this creates a convex and soft feeling to each board. you've shaded them to reinforce this, with the centers being lighter than the edges.
same goes for the top and bottom edges - these are both uniformly darker than the middle. they also get a LOT more 3d, which further separates them from the rest of the texture.
while definitely cool looking, your swirly knots feel out of place, as there's nothing else of that sort in the textures. i would expect a lot more grain-lines and imperfections to go along with these. go crazy!
and keep in mind, wood grain doesn't always follow the boards - you can get some really cool looking variation between boards by showing off all the different ways the grain can manifest itself when cut into boards.
lastly, it is in need of some color variation. this is the single biggest complaint i have when people do 'hand painted' textures. they're often very flat with little color range. easy to fix after you're done with some layers, but i think it always looks better if you actually paint with those colors and get those interesting mixes.
looks like it's still a WIP, but i thought i'd throw out these observations
#1 modular design tutorial
#2 more or less the same as above
#3 and this one to a lesser extent, although it helped a bit with baking process, which, despite the tut, i'm doing within max.
enjoy.
A bit of a throw back to Bubblegum Crisis.
Quick video showing how it works.
http://www.subshape.com/durp/helmet.mov
That's great Sectaurs, thanks for the feedback! I'll be making some changes
Friend told me to use xnormals, sooooooo much better than baking in max : D
hell yeah throwback!
that is called DEMONOLOGY, so I guess you know what it's about
I got a lot of the stuff thought out so.. hopefully I will write something down about it.. even though my english and writing sucks so..
but anyways, here we have Dunn
who is the main character of this world
naked and dressed sheet of him!
not that much to say about him now really...
but I sure like the idea I have for this
so I will surely make more and more stuff for this!
aaand if you are interrested in knowing more about this? just note me!
I will also hopefully make a 3d model of him! sure will be a challenge since I just started doing 3D!
thoughts crits are welcome!
what's funny is that I went to the doc to look like this : [
Orb,Seth : thanks for looking i appreciate it:)
EiGHT : very cool dude,are you gonna take him further,low poly textures and all ?
Parnell : love her face,also big Bubblegum Crisis fan,looking forward for more updates
Here's my progress on that beast character,finished raw sculpt and some basic polypaint gonna retopo this sucker now...
http://vimeo.com/26963388
Hboybowen - Wish granted lol.Recycled from a model that just didn't make it lolol.
g2000 - You know I am man.Hes first in a series of 3.So much hard surface modeling in my immediate future *sigh*.Dude that Beast is sexeh!!Also,is that the clay tube brush you were using in your video.
Mrskullface - Siiiiick!
MGrecke - Your line to color ratio turns me on.
I'm using source engine, specifically, l4d2.
- normal map is as good as useless (lighting, detail density, etc) no ssbumps (source-specific directional normal maps)
- unflattering lighting (improved lighting needed)
- feels rather clean & sterile, and boring at the same time (<20 min hammer job)
- needs more props with textures applied
- not particularly fond of colour combination
- more interesting environment
LOVE this texture, I might push the highlights just a tad but man this is fantastic work!
Thanks! I definitely need to rework that texture some.
I painted another wood texture today, trying some other ways.
Takes a while to go back to straight handpainting after not doing it for so many years =\
ship I'm working on; non glorious screen caps :P
some painting practice sorta
and thumbs for fun http://www.coldconcept.net/morethumbs.jpg
The 2nd one looks flat but the way you did the grooves/grains imo are better than the 1st one.So maybe a combination of both would be better and also slight/subtle color variations between each plank wouldn't hurt either.I mean color adjusting them to make one for example greenish while the other more bluish or something.Thanks for posting this, made me want to revive my old thread and do handpainted stuff again.:)
mgreke - nice turnaround, it would look sweet in 3d
g2000 - gnarly creature
moof - that modeling looks really clean; i'm diggin that concept too, please work in it some more!
moof : very nice space ship
daphz : thanks man,yours looking awesome,killer mood :poly142:
Here is my suggestions for this style
then, when the geometry is less complicated, i would start by first putting in the shape you want where you want it, and then think about how the edgeflow on that part of the model should be. in this case, going in a curved manner around the hole is probably the preferable technique. also, I see (or at least it seems like it) you have a pole right on the edge of the circular shape. this is a recipe for disaster
poles in general should be forbidden when creating high poly models, but unfortunately it's not always possible to avoid them completely. BUT, in this case you really should try to find a way not to have a pole there, it's messing up the circular shape.
hope this helps
Sculptris, ref pics, max render.
Loving the mood on this!