Hey everyone,
I just started a new model based off Quantum Gothic's Sentry turret (
Click here to see the reference ). I'm just about done modeling the high poly, but I find myself thinking it's a little lackluster. I'm going to bring parts of it into zbrush to beat it up a bit, but even still it feels like it doesn't have as high of a level of polish as I'd like.
Personally, I think the issue stems from either a lack of insane greebling, or something to do with the how tight/loose bevels are on the corners. I would love it if anyone could give their two cents on the matter. Feel free to be brutal, I'd like to get this piece to really shine for my portfolio. Thanks!
Wires:
Replies
Good job. Great concept and great model.
I can see this in a movie.
Also, for those interested, I think I figured out my issue with my bevels. I'll post more about it a bit later when I can put a visual example together.
As always, any feedback would most appreciated. Thanks!
Normal Map:
Add blast scratches and black marks around the missile tubing areas. Missiles aren't clean
The moving area where it rotates needs some roughing up too. Its looking very good and the normal bake is superb. X normal? or some other method?
Good progress. That's a fun looking turret.
I have a couple crits though. First, I feel like some of the larger bolts should have been modeled in. The normal map looks off with them baked in.
Second, The green pain could use some color variety. Maybe some rust or dirt to break up the green?
Great piece, I really like where it's going
actually, this should get its own forum and maybe a .com... good job
Good job so far, i diddnt really get what this material is ?
Some kind of grid ?
Keep it coming sir!
@Lazerus - Yeah, the tubes and front of the turret needs wear and tear from the launching missles. I haven't gotten to that part yet, but I will certainly add it.
@DLoud - In retrospect I see the issue with the bolts. I still have some uv space, so if I can cut the polycount down, i'll probably add them in.
@AlphaVader - It's actually a ridged metal. The aliasing from the maya viewport is messing with it though.
@Jeremiah - I see what you mean with the polycount. I'll see what I can do. I'm thinking of adding a camo pattern to the green to give it more personality. Or perhaps i'll add more color variation between the different panels.
@aajohnny - I just used xnormal. It is by far the easiest and quickest method I've found.
Vimeo Turntable Video: http://www.vimeo.com/28683388
Textures:
Thanks!
When I looked at your turntable that is when I noticed it isn't really shining at all. Could also be the angle of you camera and lights... but it really needs some attention.
It is coming along sir! Keep it up!
-When doing metals, create more contrast on the spec map.
-Make the edges very bright in comparison to the rest.
-The black metal areas also need higher spec on the edges, and darker on the rest. Right now they have almost the same amount.
A few other crits:
-It could look good if you add more dirt to the areas where the AO is the darkest, try using blend-if on a copy of the AO above the diffuse map. Then colorize the AO so its a dirt color. Then, experiment with the blend-if until the 'dirt' is more apparent on the areas where it would collect. You can use a mask to randomize it afterwards.
-I agree that some of the bigger bolts could use some thickness.
Overall, it's coming along very well!
@jeremiah - (off topic) I saw your modular dungeon set on 3D Ocean, I didn't realize you were the guy who made it. I love the style of it!
I think your spec on your unpainted metal is too noisy. It is looking a bit like concrete... I don't think that trim would get as damaged as it is. And especially sense nothing else is that scratched and beat up. Might be the extra normal information you added? If you did add any... You also might take out some of that black splotchiness on the metal.
Glad you went back and added the bolts... it helps.
*sigh* I am just going to do a paint over...