Some great stuff in this thread, getting inspired and motivated every time I visit
A head I have been working on, sculpted i Zbrush, PS for textures, rendered in Maya with Mental Ray, misss fast skin shader for the skin, maya fur for the hair and beard.
Drew++: Realy nice work on that gun, altough the render is a bit to flat for my liking.
Just wondering, on the wirers you have posted, the R and such is made by floating geo, right?
wow Astrofra, this is looking pretty sick, looks so illustrated and two dimensional, pretty awesome stuff, any fancy shading going on or is it "just" because of the handpainted textures? it looks just so NOT classical game shader like, really cool stuff
Let me know if there is a better animation-focused site.
Hey, think I've seen a different version of this piece in your reel or something in the past.
Guy has a serious limp, the timing is eneven and there's a bunch of other stuff, but to get a good crit, you need to post a shot of him from the front and the side, not 3/4 view. If you go ahead and do that I'll give you a full detailed crit.
Yeah, it does bake properly. Normal maps doesn't store height data, but directional data. That means you can "float" geometry off the surface, as long as the rim of the float is completely parallel to the underlying surface.
Yeah, it does bake properly. Normal maps doesn't store height data, but directional data. That means you can "float" geometry off the surface, as long as the rim of the float is completely parallel to the underlying surface.
Hope that makes sense..
Ohh, so from a side on view those pieces are actually off the surface? Think i get it
Drew: That's some hot stuff! and I'm not even into guns :poly142:
Ok, I'm almost finished with this one. I pushed the water a little bit more (let me know if it's overdone) and tweaked some objects. The post-pro should be a bit more subtle now. I've reworked the trees; they are still SpeedTrees, but I did as much hand tweaking as ST modeler allows. I tweaked the vertex normals of my vegetation; the difference is not very noticeable on the shot, but they look a lot better up close.
Performance is still pretty bad; I've generated LOD's for most of the objects, but the FPS still stays at 15-22. I would love to have it run at 30+ fps. I will most likely revamp the scene once Epic releases new terrain/foliage tools.
I'm still planning on adding a few small tweaks tomorrow; I will try to put some decals here and there (dead leaves, etc) and add some reeds around the river.
What's bugging me the most is the noisyness, but I'm afraid it might be a bit too late to fix that. Next time I attempt this sort of environment I should pay more attention to the size of the leaves. At the moment, they read poorly at distance.
Well, is it possible to get the water ripples to have a less even frequency? It looks good from this angle, still such a charming scene.
---
something to spend 8K polys on
not done in any way, but once I learn to bake and such, should knock it down to <2K and put it in Oblivion. Actually I can probably photoshop normal map that hilt detail without having to sculpt.. hmmm.
anyway, adamantium pike hammer.
LMP MAKES A CLOCK TOWN
SWOON
Looks like a mount and blade map, IMO.
TEA AND CIGGARETTES
If Skyrim looked like that, both my face and my computer would weep.
its beautiful.
Picked this project back up...nearly finished with the modeling...still need to add a control and foot pads. Was also thinking of rockets in the humps on the sides. Eventually it will make its way to UDK, but still a long way off. And yea, smoothing doesnt tell you all a whole lot...mainly just showing design.
Some great stuff in this thread, getting inspired and motivated every time I visit
A head I have been working on, sculpted i Zbrush, PS for textures, rendered in Maya with Mental Ray, misss fast skin shader for the skin, maya fur for the hair and beard.
I need more practice on lightning and rendering.
Ah that's great! He got a very nice subtitle personality i think. I think you need to work on the shirt and the skin details on the ears.
thanx man, looks pretty clean to me, i work the same way except for the way u punched those details
go any tuts for that? i dont understand how it works, does it bake properly?
The thing with bakes is, anything that looks correct from the perspective of the lowpoly's mesh normals(ie, pretend you attach a camera to the normal of a face) is going to bake correctly. This is why floaters work, when you're baking displacement it gets tricky but noramls are only direction, as someone else noted above.
So, if it looks good on the model, its going to be fine, you can do anything you want. You can get away some some really "messy" geometry if the final result looks ok. Things like cutting out small holes in the mesh, and then throwing floaters in planar to the surface(without actually connecting) works as well for times when you do not want a floater to be too high off the mesh(to keep your cage tight).
If you're talking about the ridges in the knob, how well it bakes is relative to how much UV space he gives it, as long as he has the resolution to support the detail, it will bake fine. The method we use to model HP meshes has nothing to do with how they bake, only the end result.
Drew: Excellent, accurate modeling man. Those wires look anything but messy, there are no brownie points for "optimized" highpoly models!
I always enjoy seeing how people model the ridges for knobs like this, I tend to just use an insane amount of sides, like 96 and select/scale in every 3rd or 4th edge(or every other if i want simple even sized ridges). Everyone seems to do it a little differently.
Kinky hot! Not sure about the armpits though - the creases above make it seem pulled so tight... but it recedes inwards too much and it looks a bit confusing.
I dunno if your textures are working well for it to be steampunk. Before reading what it was, I thought it was a primitive caveman mini gun.. which is also pretty cool. Maybe make the copper less dingy and the pipes not bone colored..but this may all just be me and my hunter/gatherer instincts as a human kicking in.
@Erich, yea the pipes are going to be brass eventually, trying to make that back end look better atm im not sure about cavemen though, dont think they have rivets or pressure gauges
Been giving me agro lately so ill ask you terrabit
Whats the brush setup for that painting style/effect? Ive toyed with a stupid amount of art styles and brush types but ive never been able to get the brushes to work like that. Anytips?
Replies
A head I have been working on, sculpted i Zbrush, PS for textures, rendered in Maya with Mental Ray, misss fast skin shader for the skin, maya fur for the hair and beard.
I need more practice on lightning and rendering.
Just wondering, on the wirers you have posted, the R and such is made by floating geo, right?
I've been working (beta testing, to be more accurate) on a Shader Editor made by a friend of mine.
The aim was to build a quick overwiew of this shader editor capabilities, in half a day.
Here's the result :
As some of the shaders are animated, here's a video preview :
[ame]http://www.youtube.com/watch?v=jNdqVgWZbbo[/ame]
(and a few more info there for those who might be interested )
Let me know if there is a better animation-focused site.
Hey, think I've seen a different version of this piece in your reel or something in the past.
Guy has a serious limp, the timing is eneven and there's a bunch of other stuff, but to get a good crit, you need to post a shot of him from the front and the side, not 3/4 view. If you go ahead and do that I'll give you a full detailed crit.
Cheers
thanx man, looks pretty clean to me, i work the same way except for the way u punched those details
go any tuts for that? i dont understand how it works, does it bake properly?
Oh my my... Awesome
You should post wires of the entire gun
Hope that makes sense..
Ohh, so from a side on view those pieces are actually off the surface? Think i get it
Holy shit. Fantastic. :thumbup:
Ok, I'm almost finished with this one. I pushed the water a little bit more (let me know if it's overdone) and tweaked some objects. The post-pro should be a bit more subtle now. I've reworked the trees; they are still SpeedTrees, but I did as much hand tweaking as ST modeler allows. I tweaked the vertex normals of my vegetation; the difference is not very noticeable on the shot, but they look a lot better up close.
Performance is still pretty bad; I've generated LOD's for most of the objects, but the FPS still stays at 15-22. I would love to have it run at 30+ fps. I will most likely revamp the scene once Epic releases new terrain/foliage tools.
I'm still planning on adding a few small tweaks tomorrow; I will try to put some decals here and there (dead leaves, etc) and add some reeds around the river.
What's bugging me the most is the noisyness, but I'm afraid it might be a bit too late to fix that. Next time I attempt this sort of environment I should pay more attention to the size of the leaves. At the moment, they read poorly at distance.
---
something to spend 8K polys on
not done in any way, but once I learn to bake and such, should knock it down to <2K and put it in Oblivion. Actually I can probably photoshop normal map that hilt detail without having to sculpt.. hmmm.
anyway, adamantium pike hammer.
Swampbug, that is epic. You've brought back my childhood in 3D.
SWOON
Looks like a mount and blade map, IMO.
TEA AND CIGGARETTES
If Skyrim looked like that, both my face and my computer would weep.
its beautiful.
50's art deco style vending machine thats suppost to be baised around bioshock. just finished the UVmap and AO. 831 tris
I love the folds on the Tight suit!
Ah that's great! He got a very nice subtitle personality i think. I think you need to work on the shirt and the skin details on the ears.
Hoppas allt funkar p
BTW, weren't the heads of these figures of some other material? More like rubberish?
phew, can almost call the highrez Done and start on the lowrez!
ignore the skinny teeth, just placeholder.
The thing with bakes is, anything that looks correct from the perspective of the lowpoly's mesh normals(ie, pretend you attach a camera to the normal of a face) is going to bake correctly. This is why floaters work, when you're baking displacement it gets tricky but noramls are only direction, as someone else noted above.
So, if it looks good on the model, its going to be fine, you can do anything you want. You can get away some some really "messy" geometry if the final result looks ok. Things like cutting out small holes in the mesh, and then throwing floaters in planar to the surface(without actually connecting) works as well for times when you do not want a floater to be too high off the mesh(to keep your cage tight).
If you're talking about the ridges in the knob, how well it bakes is relative to how much UV space he gives it, as long as he has the resolution to support the detail, it will bake fine. The method we use to model HP meshes has nothing to do with how they bake, only the end result.
Drew: Excellent, accurate modeling man. Those wires look anything but messy, there are no brownie points for "optimized" highpoly models!
I always enjoy seeing how people model the ridges for knobs like this, I tend to just use an insane amount of sides, like 96 and select/scale in every 3rd or 4th edge(or every other if i want simple even sized ridges). Everyone seems to do it a little differently.
Kinky hot! Not sure about the armpits though - the creases above make it seem pulled so tight... but it recedes inwards too much and it looks a bit confusing.
Loving the crazy head/helmet design.
Damn, really nice start Matt!
Yes it was.
with a reference of:
Been giving me agro lately so ill ask you terrabit
Whats the brush setup for that painting style/effect? Ive toyed with a stupid amount of art styles and brush types but ive never been able to get the brushes to work like that. Anytips?
i think the wood(or the texture work so far) makes it look pirate-ish ...cool tho
edit - topo on the head is basically a blockout, gonna completely redo it later
did I mention I hate rigging? I'm gonna go sculpt now.