Hey guys, so instead of starting new threads every time I decided to start an art dump thread. Please critique both my work, and my website/its content
Here is what I am working on now, practicing high to low poly bakes. Made this AC unit in about 10 hours, now going to try and do the bakes
And here is a gun I recently finished
[ame]
http://www.youtube.com/watch?v=7nYjlfzSg-A[/ame]
Replies
So here is a wip of the texturing. Any comments on how the base grime is looking? I still need to add a bunch of stickers and work on the stuff on the side.
I checked your normal map and while the one at the bottom looks fine, the one at the top looks a bit thin on the right side.
Otherwise it looks really nice!! Good job!.
to solve this you need to add in some edge loops on your bake mesh, nothing permanent, just something to guide the auto cage when you bake in xnormal.
Get back to it, remove some loops on that grid (The normal map will take care of the curvature) and add them to your bewels and other zones that needs more love, for example you could have made the grid rounder, if you remove some loops.
Also, your speculars dont seem to be working at all, check the levels on marmoset. :S
Rick_D: I read some stuff on cages, but had no idea what they were talking about. I see what you mean now with adding those edge loops, thanks for that, will re-bake with those in.
Cap Hotkill: Yea it did seem rather high poly, will try to clean up what I can there and redistribute. As far as marmoset goes, will try and get that damn spec to show properly Cheers.
good luck
Cap Hotkill: Cheers, I will definitely be revisiting the spec and bake on the ac unit after the phone booth!
SltrOlsson: That gave me a good laugh Thanks!
Mistry10: Thanks man, been following your work, your last peice was awesome! And your principles office is looking crazy in the best of ways.
P.S
that exact shit happens to me^^
I wouldn't even say the buttons look that great, either, though - I would use some extra geometry, because those telephone buttons, on the model and in real life, are sticking out a quarter of an inch or so.
Very nice modeling, though - any comments on your particular render setup?
Good luck!
ayoub44: Beveling the edge would probably help, but I'm getting this problem on all sharp edges, and I can't bevel them all, I need to learn the proper way, which by the sounds of things is splitting the uv's.
DDuckworth: Thanks for the reply, I agree with the holes, not sure if I will include them in the lowpoly or just have them in the high poly. And as stated earlier, just learnt about the UV splitting thing and will be giving that a go
Chinups: Thanks! Yea I know my maps are huge :S Will try moving to 512 map sizes.
SltrOlsson: The green changel isn't inverted, the normal map just sucks haha.
Thanks for all the replys. Been really unmotivated lately with having all these baking issues, and summer starting and such. So I decided instead of doing nothing/trying to rebake everythig which I wasn't feeling I would do something I actually wanted to, which is another high poly model. So here is the work in progress on my m79 grenade launcher. When it is done, I will be baking the low poly, texturing, then going back and fixing the ac unit and redoing the bakes and such on the telephone.
I am having a lot more difficulty with this then I expected to. Was hoping to get your guys's opinions, and know if you can spot the pinching that is going on (wondering if I am just being too anal...)
Any C&C would be great
Edit: It weighs in at just over 4k tris
So I think I am done with this one, gonna move onto a sci fi fighter arena environment and another weapon. I think this weapon looks a lot better in engine, the spec makes stuff pop, hard to capture it in stills.
You can see the damage on M79s here and here where it is pretty thin on the main edges and has a high specularity compared to the low specularity of the weapon itself.
Edit: Video with the stuff fixed
[ame]http://www.youtube.com/watch?v=r7vpzT74RA4[/ame]
C&C would be great!