The info you wrote down is very informative for me, thanks. and i will ok at the bricks. i mean it makes a lot of sense.
Again even after ready most of the spec tutorials. i still don't seem to get it. and as you said i'll then fixit in the diff. and that should not be the case
No problem Bertmac
It would be nice if someone did a good solid SPEC guide, one that gives good general figures for known materials, almost like the Index of Refractions for transparent objects. If anyone knows of one or is prepared to make one that would be a great crib sheet. In the meantime Id suggest maybe opening a few of the Pro materials in 3DS Max for example and taking a look at the specs in those and extrapolate that info into your spec maps?
By the way, Im terrible at spec maps, I make wild guesses and end up way to blown out colour wise usually, so your not alone
If your asking for crits then I would say that maybe include the scratches and wear n tear texturing into the normal map if you haven't already and also try to show something in the texturing to give a better sense of scale, as it stands there are handles that imply scale but very little in the way of texturing to back it up or contradict it, if that makes sense? I know this is a test piece so you may not have had that In mind at first but now might be a good time to think about it for next time The most obvious thing that I might have used for this is a palm print pad on one of the wall blocks for instance.
Thanks adam for dropping by. yep i am looking for crits(good or bad), but nobody seem to give them .
So i am very pleased with the crits u gave specially the scale thing. i tend to forget those things so yeah thanks . the normal map thing is for later, and not really a problem. For now i am focused on the spec and gloss map. i seem to have some serious problems with them.
then again. a small detail normal-map would ease the proces in material definition.
Yes I can understand why the scale thing didn't really come up, it wasn't really on your agenda but I guess its worth trying to include these things to get into good habits, everything we make should speak in some way and economy is the key imo.
The normal map will alter your spec and gloss dramatically usually for the better as it gives you detail for the light and your eye to hit, so its worth keeping it in mind imo. But I understand, one thing at a time Spec/Gloss it is, If I come across any good tuts or articles Ill keep you informed k, its coming up for me too so Im likely to go looking soon.
Crits around here can be a bit thin on the ground it seems, in my experience the summer months on modeling forums can be a little slower than the aut/winter so things will pick up, its nice to have someone to talk these things through with, feel free to friend me or whatever one does on this forum.
Jeeeezzzz its good to come back to your own thread again after a view weeks.
I Mean OMG WTF WWIT that panel looks horrible :poly141:
Better keep doing the things that i like to do....Making guns
Ha thanks for the kind word nyx702 appreciated. Its more that i don't get what i have in my head on screen. I mean it was supposed to be an shiny Scifi wall and look what i got hahaa so yeah its not really that bad but but it ain't no portfolio piece either hahaha thanks for dropping by.
To stay more on track with the last gun. i will go slow Poco a poco.
So here is just a little update baked the stuff down
Great work all the way around in my opinion. I am going to focus on high-poly to low-poly work myself after I finish my current high-poly project, as this is my weak area. I will too start small and build my way up. Great pieces!
Really, really nice work. Those bakes are smoooooooth :P
In post #62 how did you get those nice white highlights on the edges, is that a setting in Marmoset or something?
Love your presentation shots too!
Thanks guys, but again the bake in 62 was wrong ...very wrong so i better not tell you..
Anyway: was working on this lately: A Custom Winchester Mare's leg
Reference:
I really like the one in the upper left corner. then again its gonna be a mix of parts anyway
and because of this i think the modeling will not be 100% accurate on all places. (sorry for that heheh)
HOW
This s my basic workflow for now:
1. Make a base mesh in Maya.
2. Make a duplicate of that mesh, which will be optimized later.
3. Making the first model Zbrush ready. (subbed test)
4. adding all the Z stuff
5. Making it low-poly and Optimized
6. UV Map
7. Baking normals and Dirty AO only (I think i will be needing help here)
8. Adding detail with nDo or something (I really like nDo 1 to detail guns)
9. Baking other maps
10.Texturing ( this will be my main focus)
So please give some commends, pointers, critique or any shout out on this. it will be appreciated
Just droppin' in to say I really like how you went about improving on your bakes/texturing as I kind of noted what your experience was a hopefully I can improve from it as well!
I like the block-out so far, would love to see the reference though!
Also what might be neat is to post how long it took to do a process - such as blocking-out. As I sometimes feel daunted when I do my own pieces and realize something like retopo takes me over 4 hours and unwrapping takes me over 4 hours as well and baking takes blablabla! So I think it would be neat just to see how long it takes you to do something so some of us can kind of compare, maybe that's just my personal specified want, hehe.
so i set alarms every 30 min or so and do a powerplay. it really helps me. like now i wanna put some detail on there. this will take 30 min to get ideas and another 30 to make some kind of paint-over. (i hope, thats the plan) after this i will look if i succeed if not i will do 30 min more and so on.
don't know if this is good or bad. but its not taking 5 hours or something like it used to be (internet makes you go to strange places, :poly127:)
Anyway i do about 4 hours of powerplays and then a 1 hour break. away from the pc.
and start al over with the powerplays.
Oh wow that's a cool way to work, I know how that internet thing can be, lol. I think I might steal your work method a little ! I'll be looking forward to your progress!!
Right the day went different then i thought. only did like 2 hours powerplay
also i wont have time till after he weekend so
here's just a small update. have to say that a lot of the detail is already in the concept but made stronger by me or how do you say it. also the engine took a bit longer then i thought. that thing need to be done over. dont't know
Right so i finally have the Concept scanned. the maker of this concept is called Doc. i mean thats all i know if somebody knows more please let me know
Whoa that is going to look awesome with all those rivets on there.
The concept doesn't look familiar to me... sorry...Looks cool tho!
I am never one to argue function over badass-ness... in fact I don't I have ever said this about a mech.... but those tall parts that come out of the top of the knee are rediculious. If they moved forward at all they would crunch into the exposed parts of the body. Wouldn't they? I am trying to envision how it would walk without destroying itself.
Nothing against your model. It's looking good. Just critique the design of the concept some
Hey nyx702, hahaha Yah your so right. its so not an armored vehicle as it says and also not functional
i mean look at the pistons they are so vulnerable. or the guy on top he has nowhere to hide. the entrance door is at the front so when he's shot down he has to exit where the enemies are doh. it also looks it can't turn and only walk forward. because i started with the legs i saw the problem you are describing very early. i tried to make it different but it destroyed the whole concept so yeah. no animation this time but my next mech will be more functional.
Hi Bertmac, good to see you again and your work is coming along fantastically, happy New Year to you too - sorry had two new jobs and a ton of stuff so the internet got pushed aside a little, back more now though. Great work and Ill come read properly tomorow.
Replies
The info you wrote down is very informative for me, thanks. and i will ok at the bricks. i mean it makes a lot of sense.
Again even after ready most of the spec tutorials. i still don't seem to get it. and as you said i'll then fixit in the diff. and that should not be the case
Thanks again
It would be nice if someone did a good solid SPEC guide, one that gives good general figures for known materials, almost like the Index of Refractions for transparent objects. If anyone knows of one or is prepared to make one that would be a great crib sheet. In the meantime Id suggest maybe opening a few of the Pro materials in 3DS Max for example and taking a look at the specs in those and extrapolate that info into your spec maps?
By the way, Im terrible at spec maps, I make wild guesses and end up way to blown out colour wise usually, so your not alone
but still if i look at the wiki and stuff it sounds so easy. But noooo i still do it wrong.
On your tip about 3D max, i would try it but i work with Maya. so i have no idea what you're talking about .(will do some search )
thanks geezah.
O BTW
Orange it is.....
(think i am half way on the diff and there's no real spec map yet, just a place holder)
thanks everybody
thanks
If your asking for crits then I would say that maybe include the scratches and wear n tear texturing into the normal map if you haven't already and also try to show something in the texturing to give a better sense of scale, as it stands there are handles that imply scale but very little in the way of texturing to back it up or contradict it, if that makes sense? I know this is a test piece so you may not have had that In mind at first but now might be a good time to think about it for next time The most obvious thing that I might have used for this is a palm print pad on one of the wall blocks for instance.
Great work and lets see some more.
So i am very pleased with the crits u gave specially the scale thing. i tend to forget those things so yeah thanks . the normal map thing is for later, and not really a problem. For now i am focused on the spec and gloss map. i seem to have some serious problems with them.
then again. a small detail normal-map would ease the proces in material definition.
thanks again dude. appreciated
The normal map will alter your spec and gloss dramatically usually for the better as it gives you detail for the light and your eye to hit, so its worth keeping it in mind imo. But I understand, one thing at a time Spec/Gloss it is, If I come across any good tuts or articles Ill keep you informed k, its coming up for me too so Im likely to go looking soon.
Crits around here can be a bit thin on the ground it seems, in my experience the summer months on modeling forums can be a little slower than the aut/winter so things will pick up, its nice to have someone to talk these things through with, feel free to friend me or whatever one does on this forum.
I Mean OMG WTF WWIT that panel looks horrible :poly141:
Better keep doing the things that i like to do....Making guns
Round 2
Walther pkk + silencer
The gun is awesome too. The area where the trigger guard meets the handle is nice.
To stay more on track with the last gun. i will go slow Poco a poco.
So here is just a little update baked the stuff down
Comment and stuff are welcome
Thanks
I have no idea how to model hard surfaces like that on Zbrush.
How do you do that?
you can take look here
http://www.digitaltutors.com/11/training.php?pid=514&autoplay=1
or just go to youtube
Anyway did some more
just the base and there is still an normal error
Thanks
Removed the Baking error, and played some more with the textures
You are so free to Comment on this. ....
Keep on going!
i should, and i did
silencer done i think
I just polished the spec and gloss a bit
Cheers~
@ Novian: well they are really not that good. I redit them because it was had to much waves in it
@ hahaha cool for the heads up , you are right I should go do some bigger models. nice
Anyway showed this already in WAYWO but its nice to keep it together in one thread
So this piece was made for the spec and gloss maps what you think
In post #62 how did you get those nice white highlights on the edges, is that a setting in Marmoset or something?
Love your presentation shots too!
Anyway: was working on this lately: A Custom Winchester Mare's leg
Reference:
I really like the one in the upper left corner. then again its gonna be a mix of parts anyway
and because of this i think the modeling will not be 100% accurate on all places. (sorry for that heheh)
HOW
This s my basic workflow for now:
1. Make a base mesh in Maya.
2. Make a duplicate of that mesh, which will be optimized later.
3. Making the first model Zbrush ready. (subbed test)
4. adding all the Z stuff
5. Making it low-poly and Optimized
6. UV Map
7. Baking normals and Dirty AO only (I think i will be needing help here)
8. Adding detail with nDo or something (I really like nDo 1 to detail guns)
9. Baking other maps
10.Texturing ( this will be my main focus)
So please give some commends, pointers, critique or any shout out on this. it will be appreciated
Zbrush sculpt
Basic Bake
UV Mapped and low-poly Wire render.
just 2% done on texture heheh
just getting the materials right.
Some help here please
what do you think of it
thanks
Are you going to do the cap on the end of the lower barrel? I see it in one of the refs.
Thanks, but i really don't understand what you are talking about. Doh...
are you talking about this
its a fake
or more like this
i thought i had that . but i guess not.
hmm or maybe i dont understand it correctly
could you point it out to me. just to be sure
thanks
Ps; any progress on the London Chap......
AO+bake
Hope you like it.
it still need a lot of work, but getting closer i think.
what do you think?
@Paul68Rageous i did both:D
But enough with the guns. MECHS only this time
First of A walker Mech, yeah.
Concept-artist : MoOn ( have it in a book, so will see if i can scan it )
Lets do some powerplay,
blocking the Leg
thanks
I like the block-out so far, would love to see the reference though!
Also what might be neat is to post how long it took to do a process - such as blocking-out. As I sometimes feel daunted when I do my own pieces and realize something like retopo takes me over 4 hours and unwrapping takes me over 4 hours as well and baking takes blablabla! So I think it would be neat just to see how long it takes you to do something so some of us can kind of compare, maybe that's just my personal specified want, hehe.
-the reference is coming today. i am about to go to a friend who has a scanner (yeah)
-about the time thing. i think i used 3.5 hours or so. but really needed to warm up.
but yeah i started using this http://www.makeuseof.com/tag/6-apps-to-help-you-focus-be-productive-mac/
so i set alarms every 30 min or so and do a powerplay. it really helps me. like now i wanna put some detail on there. this will take 30 min to get ideas and another 30 to make some kind of paint-over. (i hope, thats the plan) after this i will look if i succeed if not i will do 30 min more and so on.
don't know if this is good or bad. but its not taking 5 hours or something like it used to be (internet makes you go to strange places, :poly127:)
Anyway i do about 4 hours of powerplays and then a 1 hour break. away from the pc.
and start al over with the powerplays.
hope that helped.
also i wont have time till after he weekend so
here's just a small update. have to say that a lot of the detail is already in the concept but made stronger by me or how do you say it. also the engine took a bit longer then i thought. that thing need to be done over. dont't know
anyway 30 min on this
1 hour on this update
Anyway didn't like to proportions on the mech. it was way to slim. so i fattened a bit
what do you think.
thanks
@ Add3r: thanks, hope to finish it quickly.
The concept doesn't look familiar to me... sorry...Looks cool tho!
I am never one to argue function over badass-ness... in fact I don't I have ever said this about a mech.... but those tall parts that come out of the top of the knee are rediculious. If they moved forward at all they would crunch into the exposed parts of the body. Wouldn't they? I am trying to envision how it would walk without destroying itself.
Nothing against your model. It's looking good. Just critique the design of the concept some
i mean look at the pistons they are so vulnerable. or the guy on top he has nowhere to hide. the entrance door is at the front so when he's shot down he has to exit where the enemies are doh. it also looks it can't turn and only walk forward. because i started with the legs i saw the problem you are describing very early. i tried to make it different but it destroyed the whole concept so yeah. no animation this time but my next mech will be more functional.
Thanks for dropping by
thanks
i am about to make this a high-poly . but i am in doubt sub-d or Zbrush.
Do you guys know any cons or pros.
for now i start with creasing one leg to take into zbrush and the other one in sub-d to see the difference .
Thanks
not the best work of me :poly122:.
please tell me what you think is wrong or I can do beter next time.
What do you think?
thanks
My favorite has to be the post-bake gun. That thing looks absolutely brilliant!