Working on a G3 rifle right now.
References are mixed, so there will be some inconsistencies.
I am using a combination of refs found on pixagogo and some stuff from memory.
Update on the G3.
I forgot to make the charging handle, but I got some UV space left, so it's not the end of the world.
You can also notice the magazine being all crooked. That will be fixed, and rebaked.
More grunge and specularity-decrease needs to be added along the ridge where the buttstock connects to the main body. Right now only some really small triangles show that seam, and nothing in the texture.
I keep writing these self-crits so I can get back to the thread and see what I will do next on the model. Otherwise I can very easily start doing something fun, like adding serial number text and such.
More texture work getting done near the trigger group. Following Racer445 to a degree here. Model is lit by 2 pure white point lights from each side with intensity set to 1.
To fix: nose geometry, especially nostrils aren't protruding as much as they should.
Eyebrows and the whole eye area.
Pretty fine with how the mouth area turned out.
G3 finished.
I am pretty happy with how the materials on it turned out, but there is a lot of room for improvement. Good tutorials by Racer445 are the ones setting me on the right path.
[ame]http://www.youtube.com/watch?v=0bkGZuWzoEE[/ame]
Super cool 2d stuff in here. Those metal gear style scary killbots at the top are baller, i'd love to see one in 3d.
Crits:I feel like the g3's spec is extremely weak. It basically looks like you got caught up on detailing the specular and completely forgot to just make it look like metal and then work from there. Judging by your 2d work you obviously understand how to paint metal flat, you need to just think through how diffuse/specular works and extend that same logic to your materials.
Diffuse is your gun's metal under shadow, touched only by ambient light. Specular is all of the reflections, color, and surface/material changes that come out under direct lighting. So first of all, get rid of that cloudy garbage, it gives a plasticy look because it makes it seem like the metallic, reflective surface has somehow been smudged off. Get a solid, fairly bright base for your spec and then start working in imperfections and scratches and changes from there.
And don't duplicate all of these details in your diffuse -- when a portion of the gun is shadowed or not under direct lighting a great deal of the surface definition should recede and the gunmetal should become very murky and smooth. Check out Earthquake's work, always.
SupRore: thanks a lot! I will do so ASAP with the gun.
For now, have some more Snufkin progress.
Kostas Gialitakis "Kodde shader" used in viewport, with 3 lights. Normal, diffuse, specular and gloss maps are in. Very WIPish.
Picked up Snufkin again.
Trying to make his scarf now. This is the second iteration, probably not the last. Reference as always is the key to victory.
I found myself a good couple of tools in Mudbox that I ended up loving.
The standard Wax brush, with no falloff, the flatten brush, also 0 falloff, and the Sculpt brush, that I used a special Stamp for:
These in combination are very good at creating sharp angles for things such as folded cloth. Now gotta learn where to put the folds, so the cloth looks realistic.
Hey man, that second painting is great! Try and find better reference next time, especially for something this important, it looks like the materials coulda been pushed a lot more.
Long time no post. I'm unemployed, and re-learning 3d.
This thing here is an art test for ArenaNet internship. I'm not getting my hopes up on gettin there, because of the skill level they require, and the difficulty of getting into the US I keep hearing about.
I wanted to make this model as a practice piece, becauuse I've got no idea on how to make the decorative armor on the leg and arm and the helmet. The best way to make it so far was to just model a basemesh that sort of looks the part, using Standard, Slice and Flatten brushes to create the details. The boot armor (sabaton?), knee armor and clothing straps will be sub-d modeled in Maya, because I feel it will be faster and easier than trying to eyball things in Zbrush.
Long time, no post.
Took up Maya again, revived some old projects.
Normalmap and AO bake, both made in Maya. Now going to start on the Diffuse. Never applied to ArenaNet, because I'm chicken.
Modeled this one in 3dsmax, to try and teach myself the modeling tools again. Did the UV map in Maya. Texture painted almost exclusively in Mudbox. Here displayed in Mudbox, without any lighting.
Replies
Slowly doing pre-production for a game me and a mate are planning on making. RTS + FPS mix of some sort.
mishin: thanks. Will try to develop that into some 3d if my mates like it.
I forgot to make the charging handle, but I got some UV space left, so it's not the end of the world.
You can also notice the magazine being all crooked. That will be fixed, and rebaked.
More grunge and specularity-decrease needs to be added along the ridge where the buttstock connects to the main body. Right now only some really small triangles show that seam, and nothing in the texture.
I keep writing these self-crits so I can get back to the thread and see what I will do next on the model. Otherwise I can very easily start doing something fun, like adding serial number text and such.
This time exploring some space-faring dudes. Inspired a lot by Dune somehow.
Head sculpt start:
Long live Moomin Valley!
To fix: nose geometry, especially nostrils aren't protruding as much as they should.
Eyebrows and the whole eye area.
Pretty fine with how the mouth area turned out.
I am pretty happy with how the materials on it turned out, but there is a lot of room for improvement. Good tutorials by Racer445 are the ones setting me on the right path.
[ame]http://www.youtube.com/watch?v=0bkGZuWzoEE[/ame]
G3 construction shots:
looks like you learned a lot. very inspirational!
I got a suggestion from a mate that Maya's standard viewport shader isn't the best there is. Here is me trying out XoliulShader:
Crits:I feel like the g3's spec is extremely weak. It basically looks like you got caught up on detailing the specular and completely forgot to just make it look like metal and then work from there. Judging by your 2d work you obviously understand how to paint metal flat, you need to just think through how diffuse/specular works and extend that same logic to your materials.
Diffuse is your gun's metal under shadow, touched only by ambient light. Specular is all of the reflections, color, and surface/material changes that come out under direct lighting. So first of all, get rid of that cloudy garbage, it gives a plasticy look because it makes it seem like the metallic, reflective surface has somehow been smudged off. Get a solid, fairly bright base for your spec and then start working in imperfections and scratches and changes from there.
And don't duplicate all of these details in your diffuse -- when a portion of the gun is shadowed or not under direct lighting a great deal of the surface definition should recede and the gunmetal should become very murky and smooth. Check out Earthquake's work, always.
For now, have some more Snufkin progress.
Kostas Gialitakis "Kodde shader" used in viewport, with 3 lights. Normal, diffuse, specular and gloss maps are in. Very WIPish.
Trying to make his scarf now. This is the second iteration, probably not the last. Reference as always is the key to victory.
I found myself a good couple of tools in Mudbox that I ended up loving.
The standard Wax brush, with no falloff, the flatten brush, also 0 falloff, and the Sculpt brush, that I used a special Stamp for:
These in combination are very good at creating sharp angles for things such as folded cloth. Now gotta learn where to put the folds, so the cloth looks realistic.
Maybe the next gun I make (and I must make one more)
Snufkin update:
Painting diffuse in Mudbox.
Nervous.
These are my 2 best paintings to date, and I'm not happy at all.
Good luck on the art test!
http://emptyeasel.com/2008/11/18/avoiding-tangents-9-visual-blunders-every-artist-should-watch-out-for/ ...short but interesting introduction to the problem of tangents.
if you got questions just ask, and ill try to answer them as best as i can good luck.
I actually got the internship, as a 2d artist. Will be making use of your tips a lot.
This thing here is an art test for ArenaNet internship. I'm not getting my hopes up on gettin there, because of the skill level they require, and the difficulty of getting into the US I keep hearing about.
I wanted to make this model as a practice piece, becauuse I've got no idea on how to make the decorative armor on the leg and arm and the helmet. The best way to make it so far was to just model a basemesh that sort of looks the part, using Standard, Slice and Flatten brushes to create the details. The boot armor (sabaton?), knee armor and clothing straps will be sub-d modeled in Maya, because I feel it will be faster and easier than trying to eyball things in Zbrush.
Also painting just for fun
http://i.imgur.com/RG6d4.jpg
Friend of mine said that the cloth needs resculpting, which I agreed to.
Took up Maya again, revived some old projects.
Normalmap and AO bake, both made in Maya. Now going to start on the Diffuse. Never applied to ArenaNet, because I'm chicken.
Modeled this one in 3dsmax, to try and teach myself the modeling tools again. Did the UV map in Maya. Texture painted almost exclusively in Mudbox. Here displayed in Mudbox, without any lighting.
Did some more texture work on this dude.
UV map isn't well-prioritized.