Hey guys I am looking for some quick feedback. I never get my UVs critiqued so I am always wondering if I am doing anything wrong.
This is fairly unpolished atm. There are pieces on the edge of the 1 to 1 box and some are definitely too tight. But as for everything else what do you think? I am aiming for a 4096 map. So with that in mind should I loosen everything?
cox - great bust! Inspiring me to want to do something cool
ivars - lol, love the box
itismario - awesome hellhound(?) or whatever that is. Looks great. Would love to see it posed.
here is an update for the marine I started working on a couple of pages back. Just baked everything (a few artifacts that im going to fix as well) and threw down a base color. Going to add a lot of small details on the lowpoly and start the texturing.
First highpoly to lowpoly bake. So happy with the result Sitting at around 1500 polys for this one. Going to be doing a crapload more highpoly stuff in the next few days.
nice work BenHenry, you should be proud. you might want to consider reworking the paint scratches a little though, right now they're going every which way, it distracts from the quality of the model. even well-worn service pistols rarely see the kind of noisey/random paint scrapes along the slide and lower receiver on a pistol like that; take another look at your reference images (or really any pictures of used pistols) and try reworking it a little.
i know it sucks to have to go back to a piece that you've just finished but tweaking the texture will really make this a viable portfolio piece rather than "just my first" kind of category
The topology looks like you may have forgotten some edges on clean up (right hand side between the claws has a vert that could be welded to the tip of the right mid claw), minor thing just looks like you missed it since you did it on the otherside along with some other things to the topology to make it a little more uniform.
Ferg - Brilliant, love your doodlin, looking forward to more of them.
Made some slight changes and additions, just about done and ready to start retopin this kid.
I added a trusty role of Duck Tape to his bag. I also redid the back pack straps as well I wanted to beef them up they were looking pretty small now that I have the skateboard and big shot gun in. And yes I know hes bald, I won't do the hair until the low res.
Loved that retro box ivars!!
breakneck: lovely !
LOVE the colours viv!!
daphz! style as always
Just a fun 45 min sketch... didnt know where to start as you can see in the video i change the design alot! but i had some inspiration from left 4 dead !
The door done. Hope you like it Few days of work as I didn't do it non-stop. Modeled in Wings 3D, both High and Low poly models. Baking done in Xnormal and rendering in Marmoset. There was suppose to be a handle, but I had messed up a part of that model appearantly sometime in the early stages of making it. Therefore, it had heavy artifacts when rendering etc, so I had to take it off.
derpy sketch... back in SLC for the winter, hopefully have more time for zbrush doodlins. Need to get myself upgraded to r4.2
Damn Ferg, the fact that wou managed to do all those zketches before Dynamesh and still don't need it to make awesome art is baffling, much kudos. How do you go about starting something like this?
Any feedback if possible? The top 3 images are from the Unity3D Engine.
Love the model, the texture not so much. Could use a bit of saturation and detail. The yellow parts especially, construction hats are usually very bright yellow as they're supposed to catch people's attention. Also colorize the ambient occlusion, shadows are never black.
Razorb, thanks for sharing that video man. awesome style, what brush did you use?
I love the colour and the exaggerated proportions but that thigh still looks awkward to me.
Razorb, epic video! As per usual from you, it's literally oozing with style and color. I really love timelapses like these!
Lol@the middle finger part though, that was rad.
Please, never stop being so freaking awesome at art.
Love the model, the texture not so much. Could use a bit of saturation and detail. The yellow parts especially, construction hats are usually very bright yellow as they're supposed to catch people's attention. Also colorize the ambient occlusion, shadows are never black.
Thanks for the feedback and i'm glad you like the model. I'll definitely take you advice and make those changes. I'm pretty much new to character art so i'm glad your advising with the textures!
It was only by checking out the image url that I found it's supposed to be a mole. If it's a hobby project, then I understand, everyone has to start somewhere, but if not: can't you spring for some better concepts? I can't imagine someone adept at 3d modeling and texturing would get much use out of this one.
edit: I decided to quickly scribble something up, I hope you find it useful:
I like mole, my only concern is the colors. Most moles are a dark grey with pink nose's. Not to mention the freakish feelers they have and long nails. The model looks great and I love the TNT theme.
heya guys, wonderful works in this topic, as always
gave a break on my deus ex scene (didnt stop, its just a break - guess ill be back at it tomorrow). meanwhile i modelled this:
xoliul shader. no hi to low baking, textured it straight and made the normals myself.
wanted to have some critics on it, since its my first time doing a prop presentation shot like this. anything, from how its presented, to polycount, to how much it sucks, etc. what do you guys think? :P
It was only by checking out the image url that I found it's supposed to be a mole. If it's a hobby project, then I understand, everyone has to start somewhere, but if not: can't you spring for some better concepts? I can't imagine someone adept at 3d modeling and texturing would get much use out of this one.
edit: I decided to quickly scribble something up, I hope you find it useful:
That was the only concept, except the t-pose which had shown the proportions a little more. I almost got cut down for asking for feedback elsewhere. So i thank you for the effort in the concept, which is great! and it's a for a university game project. I think the issue with the colours is making them stand out. Which is definitely the case with the yellow. I've discussed about the body colour but it seems it will remain the same. Thanks for all the feedback guys!
Also 4x 1024?! :O One 512 texture should suffice. You should set smoothing groups too, lots of hard edges between polys where the transition should be smooth (like the rounded corners and the main dial knobs).
4x1024, i meant that there is one 1024 diffuse, one 1024 spec, one 1024 normal and 1 1024 glow (that is quite useless, and im planning to get rid of actually).
4x1024, i meant that there is one 1024 diffuse, one 1024 spec, one 1024 normal and 1 1024 glow (that is quite useless, and im planning to get rid of actually).
Oh I see, this makes more sense. Still I reckon a 512 set should be enough for a prop this big, but for portfolio purposes I think 1024 should be fine.
Replies
Enjoy, please critique!
Edit: added animation url
Render:
Wireframe:
Concept art:
Animation:
[ame="http://www.youtube.com/watch?v=wlHjliuX1zY&"]Antarctica Guard #1 Animation - YouTube[/ame]
No idea how to start this specular blubbbhrhrhf. I also should have made the base less boxy, it's pretty boring.
Thanks Alberto =]
nice style viv!
this made me go bleeaaaaaaaaaaaa
This is fairly unpolished atm. There are pieces on the edge of the 1 to 1 box and some are definitely too tight. But as for everything else what do you think? I am aiming for a 4096 map. So with that in mind should I loosen everything?
And when is it okay to square off UV shells?
Sorry... This is a cross post Original Thread
ivars - lol, love the box
itismario - awesome hellhound(?) or whatever that is. Looks great. Would love to see it posed.
here is an update for the marine I started working on a couple of pages back. Just baked everything (a few artifacts that im going to fix as well) and threw down a base color. Going to add a lot of small details on the lowpoly and start the texturing.
Sitting at around 1500 polys for this one. Going to be doing a crapload more highpoly stuff in the next few days.
i know it sucks to have to go back to a piece that you've just finished but tweaking the texture will really make this a viable portfolio piece rather than "just my first" kind of category
I need to figure out some scratches and such.
WIP Cannon for that scene I'm working on.
426 tris, diffuse only
used this concept:
http://cghub.com/images/view/90613/
Simpson ver.
Avatar ver.
I made it ..and I plan to make other versions of baby
(Like spiderman, Batman,...etc any idea?
That Avatar baby is awesome.
Nice eyes on them all.
You could do a low poly and animate pose him
Breakneck: Loving the stuff you're putting out lately. Reference'd
Viv, Cox, Lonewolf: Gnarly work.
Great work, can never have too many sheilds.
The topology looks like you may have forgotten some edges on clean up (right hand side between the claws has a vert that could be welded to the tip of the right mid claw), minor thing just looks like you missed it since you did it on the otherside along with some other things to the topology to make it a little more uniform.
Ferg - Brilliant, love your doodlin, looking forward to more of them.
I added a trusty role of Duck Tape to his bag. I also redid the back pack straps as well I wanted to beef them up they were looking pretty small now that I have the skateboard and big shot gun in. And yes I know hes bald, I won't do the hair until the low res.
breakneck: lovely !
LOVE the colours viv!!
daphz! style as always
Just a fun 45 min sketch... didnt know where to start as you can see in the video i change the design alot! but i had some inspiration from left 4 dead !
and a wee sped up video showing the process kind of! just had some fun with it to be honest!
[ame="http://www.youtube.com/watch?v=dTvOo13s7dY"]Chav Sketch - YouTube[/ame]
Pretty nice shield, can I see the texture sheet?
Work in Progress of characters for an upcoming game.
Damn Ferg, the fact that wou managed to do all those zketches before Dynamesh and still don't need it to make awesome art is baffling, much kudos. How do you go about starting something like this?
Love the model, the texture not so much. Could use a bit of saturation and detail. The yellow parts especially, construction hats are usually very bright yellow as they're supposed to catch people's attention. Also colorize the ambient occlusion, shadows are never black.
I love the colour and the exaggerated proportions but that thigh still looks awkward to me.
Lol@the middle finger part though, that was rad.
Please, never stop being so freaking awesome at art.
Thanks for the feedback and i'm glad you like the model. I'll definitely take you advice and make those changes. I'm pretty much new to character art so i'm glad your advising with the textures!
This was the concept by the artist on the team:
edit: I decided to quickly scribble something up, I hope you find it useful:
I like mole, my only concern is the colors. Most moles are a dark grey with pink nose's. Not to mention the freakish feelers they have and long nails. The model looks great and I love the TNT theme.
Nice texture and use of color!
but it was really fun making this one,
gave a break on my deus ex scene (didnt stop, its just a break - guess ill be back at it tomorrow). meanwhile i modelled this:
xoliul shader. no hi to low baking, textured it straight and made the normals myself.
wanted to have some critics on it, since its my first time doing a prop presentation shot like this. anything, from how its presented, to polycount, to how much it sucks, etc. what do you guys think? :P
That was the only concept, except the t-pose which had shown the proportions a little more. I almost got cut down for asking for feedback elsewhere. So i thank you for the effort in the concept, which is great! and it's a for a university game project. I think the issue with the colours is making them stand out. Which is definitely the case with the yellow. I've discussed about the body colour but it seems it will remain the same. Thanks for all the feedback guys!
that was my first thought (oh REALLY??), nice to see i wasnt wrong hehehehe
will be redoing it tomorrow to fit that count. more to come
I'll bust out the texture sheet once I finish it. I have one more shield to make thats sharing the texture sheet.
Oh I see, this makes more sense. Still I reckon a 512 set should be enough for a prop this big, but for portfolio purposes I think 1024 should be fine.