@plyrs. The pentagram thing doesnt quite look a part of the scene, it looks like a photoshop comp. If the thing is glowing like that wouldnt the whole floor be lit up?
Also it kind of overwhelms the whole of the scene, it seems to big for the room that its in. Maybe if some elements were toned down abit the fire perhaps.
I'm not sure that table thing would be on the pentagram, supposedly the dont work if you have things that interrupt them, or they cleared most of the floor but they didnt move that part?
plyrs - So this is coming along really great, some smoke effects are nicely subtle. I'm worried though if you don't stop soon the scene is going to become too cluttered. One thing I can't help but notice is that my eyes are always drawn to the ivy coming through the window, I think its because the ivy is a very plasticy green, which stands out compared to the reds and darker colours, also the harsh shadow line 'leads' my eyes to it. I'd suggest turning the leaves a slightly bright orange (could be autumn (it actually looks like autumn evening by the sky)) I'd also suggest adding some sort of subtle silhouette of a devilish character in the center, at least something for me to focus on that extends further from the floor.
Perfectblue : Not much to crit yet man, but that blockout looks good! Maybe the wings do look a little.. short/ light, but then I'm no aviation expert..
aajohnny : Coming a long nicely, I'd suggest working on the lighting in your scene a bit more, its looking really monotone at the moment, and there's not so much you can do whilst its only got stones in it Add some oranges and blues, just experiment and have fun! Also as Oniram said, some chains/ traps/ ivy would all be welcome in this scene!
Sythen : You really captured the silent hill colours there, well done in getting the colours so ranged yet still grungy. Clearly this is very early, but your scale does feel quite out on the scene, I'm presuming this is just a scene rather than a game, in which case I'd suggest making it feel a little bit more claustrophobic. I'd watch your borders on the walls too, both are very, very dark (I can't actually see anything on the bottom border. I'd suggest doing some a little more decorative with the top border, bring the tiles out into some sort of curve. And perhaps for the bottom border you could take some inspiration from typical hospital railing and hardwalls.
I am afraid I am not quite tackling a scene yet... just getting into all of this really.
Anywho, went through a tutorial (CGTuts one) and ended up with this:
I want to become more proficient at modelling weapons and what not, so I would like to several more and then tie them all into a scene somehow, the first thing that springs to mind is some sort of terrorist arms bazaar -- probably over done... but hey ho
here's a quick video i did for a game that i just finished up with some friends. the demo will be released tomorrow. (hopefully i can get myself to package it up at a decent hour).
Perfectblue: some acuracy probs man, main thing I see is the side intakes being too straight, there are subtle curves to them (mostly in top view) that you are missing.
finally got the high poly for this done. will add in some details for the slide in photoshop (mostly text n whatnot). as well as for the silencer and laser sight.
any chance you can share how you did the knurled grip on the silencer? I am trying to do the same thing for a Mac-10 - and the results have been... shoddy to say the least.
Ah groovy, I found another thread elsewhere... and they were just not wanting to play ball.
More likely epic balls up my end.
Will attack it again when my patience renews
Ah you sir, are an angel. Many thanks for this. I was hoping to get back to this over the weekend, but my best friend from the US is in Switzerland for the weekend so I may be off to Verbier
Hoping to get the piece finished soon then I can start blocking out some sort of environment to start putting the finished pieces.
Man some awesome stuff going on here. The demo was great!
Theme Week! This week environment artists will focus on a prop! This is entirely optional and simply to help those who would like to concentrate on one area of study.
The idea is to create a simple modern day prop that would be at home in any current gen game!
Not to be a nit picker, but that whole process of selecting edge loops could have been so much faster by just
- drag select once horizontal loop
- Drag de-select above and below to get rid of the vertical selection
Literally 3 mouse clicks, and same thing for verticles.
Not to be a nit picker, but that whole process of selecting edge loops could have been so much faster by just
- drag select once horizontal loop
- Drag de-select above and below to get rid of the vertical selection
Literally 3 mouse clicks, and same thing for verticles.
Man some awesome stuff going on here. The demo was great!
Theme Week! This week environment artists will focus on a prop! This is entirely optional and simply to help those who would like to concentrate on one area of study.
The idea is to create a simple modern day prop that would be at home in any current gen game!
cool, might be posting something.
lil question tho: restrictions as reguards modelling tools, engines, etc? or can i use my usual workflow?
ah. i see. only thing is you havent inset yet. as per your example you could even just loop, but insetting makes it a bit more difficult because of the 45degree edges. if you inset and then do the way you have suggested, then you'll get the inset edges as well, causing your connects to create a diamond inbetween each square
Here Is a floor mesh I've been working on the last couple of days, not sure if it counts a prop =p I've been trying to figure out how to get it to tile properly in UDK without the ugly seam that appears even though I tiled the textures, apparently it's not uncommon but I can't find a good tutorial for it. Anywho let me know what you think so far
Tokoya - With a mesh like that, sometimes it is easiest to make the mesh end at the edges of the panels. Just hide the seam inside the area that has a seam on the texture. The mesh becomes a strange shape, but you don't have any errors to worry about.
Replies
Also it kind of overwhelms the whole of the scene, it seems to big for the room that its in. Maybe if some elements were toned down abit the fire perhaps.
I'm not sure that table thing would be on the pentagram, supposedly the dont work if you have things that interrupt them, or they cleared most of the floor but they didnt move that part?
Perfectblue : Not much to crit yet man, but that blockout looks good! Maybe the wings do look a little.. short/ light, but then I'm no aviation expert..
aajohnny : Coming a long nicely, I'd suggest working on the lighting in your scene a bit more, its looking really monotone at the moment, and there's not so much you can do whilst its only got stones in it Add some oranges and blues, just experiment and have fun! Also as Oniram said, some chains/ traps/ ivy would all be welcome in this scene!
Sythen : You really captured the silent hill colours there, well done in getting the colours so ranged yet still grungy. Clearly this is very early, but your scale does feel quite out on the scene, I'm presuming this is just a scene rather than a game, in which case I'd suggest making it feel a little bit more claustrophobic. I'd watch your borders on the walls too, both are very, very dark (I can't actually see anything on the bottom border. I'd suggest doing some a little more decorative with the top border, bring the tiles out into some sort of curve. And perhaps for the bottom border you could take some inspiration from typical hospital railing and hardwalls.
nordahl154 : http://dl.dropbox.com/u/6530525/workflowguide/index.htm Scroll down near the bottom, you'll see how I did a bit of both.
Cheers everyone!
Myles - I took your advice and adjusted the color on the leaves.
I will give this project 1 final go over in a few days once my eyes have been away from it for a while, but after that I'm calling this done.
PerfectBlue - Coming along really well. Can we get some closeups of some of the parts?
Anywho, went through a tutorial (CGTuts one) and ended up with this:
I want to become more proficient at modelling weapons and what not, so I would like to several more and then tie them all into a scene somehow, the first thing that springs to mind is some sort of terrorist arms bazaar -- probably over done... but hey ho
Cool looking cart ayoub44! Love the design .
now i did
here's a quick video i did for a game that i just finished up with some friends. the demo will be released tomorrow. (hopefully i can get myself to package it up at a decent hour).
enjoy
[ame]http://www.youtube.com/watch?v=WSLo6BsHoNk[/ame]
comments? critique?
any chance you can share how you did the knurled grip on the silencer? I am trying to do the same thing for a Mac-10 - and the results have been... shoddy to say the least.
Looking good though
Here's a way from the "How you model dem shapes" thread.
More likely epic balls up my end.
Will attack it again when my patience renews
[ame]http://www.youtube.com/watch?v=CW3Uuzx3Vis[/ame]
Hoping to get the piece finished soon then I can start blocking out some sort of environment to start putting the finished pieces.
Theme Week! This week environment artists will focus on a prop! This is entirely optional and simply to help those who would like to concentrate on one area of study.
The idea is to create a simple modern day prop that would be at home in any current gen game!
- drag select once horizontal loop
- Drag de-select above and below to get rid of the vertical selection
Literally 3 mouse clicks, and same thing for verticles.
wat
http://dylan-brady.com/images/tut.gif
cool, might be posting something.
lil question tho: restrictions as reguards modelling tools, engines, etc? or can i use my usual workflow?
ah. i see. only thing is you havent inset yet. as per your example you could even just loop, but insetting makes it a bit more difficult because of the 45degree edges. if you inset and then do the way you have suggested, then you'll get the inset edges as well, causing your connects to create a diamond inbetween each square
.....soooo hers more gifs?
http://bonebrew22@dylan-brady.com/images/tut2.gif
Grass/Flowers in UDK:
Zack Dembinski
http://www.polycount.com/forum/showpost.php?p=1384867&postcount=6389