BLAH! I hate finishing stuff. and its a random mix of stuff, I know.
Okay, the point of this thread is to finish my portfolio, so I can finally break into the industry this year. Working at a call center isn't much fun, so I'll try to finish these projects while working full time. Some of my props are hand painted, some are more current gen normal mapped stuff, so I could take my work either way, not sure what I really want to do though.
http://i.imgur.com/vrLvb.jpg
Office chair just needs to be re-rendered.
Typical normal-mapped current gen prop
http://i.imgur.com/qxHqL.jpg
Random building, no normals... yet, almost done though
Not sure if I want to do normals for it, if I do, I'll put it in the udk
ANGLE GRINDER
Intended to be a FPS weapon,
High poly is almost done, I'll do a nice HP render
and just do a screen shot with the 3Point Shader
I was going to do 2 versions of this tf2 and 3Point Shader
Just need to fix baking errors and texture.
I'm not too sure about the tv, it'd be a quick and easy project to finish.
May just scrap it.
Random hand painted character art?!
Yeah I wanna finish him up, I'll probably just hide him somewhere on my site.
I'll post updates soon, but yeah feel free to make suggestions on what I should add/remove/change to make my portfolio more solid, I know I should probably do a full enviroment/scene.
Replies
You got some nice projects to work on there, i have high hopes for the angle grinder as a fps weapon, sounds like an awsome idea
I would scrap the character and tv tough, just because i think the tv is to simple, and the character isnt realy worth the time, unless you want to be an character artist.
And just to say, i was pretty sure you already had a job when looking at you post count
Better? Any suggestions?
Is this just your interpretation at a leather chair or are you working from a reference? If so please supply It so I don't assume It's the same chair, otherwise It looks alright. I think the lighting/shine on the chair is too much, maybe tone down the settings or tone down the white in the specular map in that area but raise It a little on the plastic parts and metal.
Can you show a wireframe? You could also added some cuts to your cushions so you can push the seats in a bit to add padding.
Looking good otherwise!
I don't have the chair anymore, so no pics
Tried to add a bit of difference in look between the plastic and chair.
I have a similar chair next to be right now, the only difference between the legs and the wheels is there's a bit less bump, otherwise, its all the same material, I'll add a bit more shading, and try to make a bump difference show up.
its already 2k tris, so I don't want to add more geo.
how does 1.7k sound?
I think I'll start a similar thread in a day or two. Their's always shit that needs to be finished Thx for the inspiration
http://kansascity.craigslist.org/med/2194686027.html
so what ones do you think I should go with?
/Job application/interview over, ignore this post
Tried to finish up the building, but I couldn't force myself to work on it any longer, so I decided to restart from scratch and make it modular, got the basic texture sheet done, still a few pieces left and uv space to figure out, but mostly there, Im going to finish up modeling/uving the blocks, take it into UDK to make sure I like the scale and stuff, and then redo the textures/UV's.
The impression I get from this stuff, is that you are capable and know the stuff, just a case of getting it all finished.
I am really liking:
- the facade! I dig the modular from texture approach. Nice to see it develop now, looks great so far and reminds my of East London, Whitechapel area... Krays.
- the chair = marmoset render is solid. Why not make a few more office prop pack... office props are in all types of games and it will be quick project to finish.
- the wrench and power tool... should be taken to textures as HP models are alright, already done, ready to get baking and game mesh.
Good work dude.
http://paulpepera.com/facade.html
I originally asked him and credited him in my original WIP thread, should of mentioned it again, but yeah, I'll credit the photo and link his site with the final image.
http://i.imgur.com/wXwVv.png
I'm going to put my photography nerd hat on here.
While I agree the end result looks very nice, I dont know how productive it is to "bake" this sort of post-effect look into the actual textures.
The photo reference was edited heavily in post
The ingame result should rely on post for the same effects, if going into an engine like UE3 or marmoset. Especially if this is a modular set, I think its best to avoid applying heavy "post effect" type coloring into the textures, as it limits what you can do if you wanted to reuse the asset in a different level or something.
Since the ref photo was edited using pretty common post's that most engines have, basic curves color adjustments, I think it should be done there.
When you start applying your post directly to your textures, then ALL of your textures need the same treatment, and it becomes very limiting.
Specifically, this photo was taken by Paul Pepera wasn't it? Zac, you'd do well to ask him for the unprocessed shot, and try to reproduce the "neutral" look in your textures, and then do the "vintage" look with post. As well as do some heavier editing to the shot, as it reaks of quick copy paste job ATM. =P
Took a while to hunt it down, but I asked Paul to give me run down of his basis post process, you can see it here: http://www.polycount.com/forum/showpost.php?p=1063486&postcount=1081
But thanks for the info on the post processing, I'll have to look into it.
Same position.
Thanks a lot and awsome job
I think I need some help XD
That is fine. You should just copy their lighting and such into your own scene though!
Do you have a link to this modular tutorial? Might come in use as I've recently started messing around with UDK.
its not free, but I bought it on sale a while ago.
Thought it might be that one. Was planning on buying the Advanced Mesh Paint one sometime though so perhaps I'll pick that one up too.
http://www.polycount.com/forum/forumdisplay.php?f=63
http://www.chrisalbeluhn.com/3D_Tutorials.html
http://www.hourences.com/tutorials/
http://udn.epicgames.com/Three/Lightmass.html
you have to pay for this one but well worth it
http://eat3d.com/udk_lighting
If your using the latest build some things have changed I think but its still the same process
Even if you split that whole design in the logical 3 sections there are, Larry, grated window and column with door. It makes a bit difference, its something I've been learning more about lately.
The cost of 2 sections ( 2 textures ) being applied to each mesh is nothing compared to the asset count saving. Also, when you put a bunch of pieces together , its easier to make a more contiguous connected and thus efficient lightmap.
also was mostly working on the transparency and back drop for the barred windows, I'll do the same thing for the Larry's windows.
I lowered the bloom, trying to get most photo sourced things removed/touched up.
Edit fixed a small part...