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Expanding my Hard-Surface arsenal

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  • Bertmac
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    Bertmac polycounter lvl 17
    Thanks Adam for dropping by and the kind words.

    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
  • AdamRodgers
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    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 :)
  • Bertmac
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    Bertmac polycounter lvl 17
    Yeah, i am with you. that would be great. hehe
    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.....

    Orange_it_is.jpg

    (think i am half way on the diff and there's no real spec map yet, just a place holder)


    thanks everybody
  • Bertmac
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    Bertmac polycounter lvl 17
    Small update:

    screenshot17.jpg


    thanks
  • AdamRodgers
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    Hi Bertmac, looks very good to me.

    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.
  • Bertmac
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    Bertmac polycounter lvl 17
    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.

    thanks again dude. appreciated
  • AdamRodgers
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    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.
  • Bertmac
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    Bertmac polycounter lvl 17
  • Bertmac
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    Bertmac polycounter lvl 17
    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

    Round 2
    Walther pkk + silencer

    Sil_High.png
  • nyx702
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    AW you are too hard on yourself! I think the wall is pretty cool still.

    The gun is awesome too. The area where the trigger guard meets the handle is nice.
  • Bertmac
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    Bertmac polycounter lvl 17
    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

    Sil-LowPoly.png


    Comment and stuff are welcome
    Thanks
  • Drumlord
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    That is AMAZING!
    I have no idea how to model hard surfaces like that on Zbrush.
    How do you do that?
  • Bertmac
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    Bertmac polycounter lvl 17
    Thanks Drumlord

    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

    screenshot9.png

    Thanks
  • Bertmac
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    Bertmac polycounter lvl 17
    Next update:
    Removed the Baking error, and played some more with the textures

    Sil_Color.png


    You are so free to Comment on this. ....
  • Stromberg90
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    Stromberg90 polycounter lvl 11
    not bad, not bad at all :)
    Keep on going!
  • Bertmac
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    Bertmac polycounter lvl 17
    Thanks Stromberg90
    i should, and i did :D

    silencer done i think
    I just polished the spec and gloss a bit


    The-sil.png
  • Novian
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    Novian polycounter lvl 12
    Any tips on how you get such nice bakes (as seen in post #62)?

    Cheers~
  • spectre1130
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    spectre1130 polycounter lvl 6
    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!
  • Bertmac
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    Bertmac polycounter lvl 17
    Thanks guys for Dropping by

    @ 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

    Silencer_360.gif
  • fragfest2012
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    Oh my god, you are sooo freaking good man!
  • cookedpeanut
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    cookedpeanut polycounter lvl 12
    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!
  • Bertmac
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    Bertmac polycounter lvl 17
    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:
    MarelegCollage.png

    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
  • Bertmac
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    Bertmac polycounter lvl 17
    Right some pics

    MareLeghighpoly.png

    Zbrush sculpt
    MarelegZbrushCharacterStrip.png

    Basic Bake
    MareLeg_BasicBake.png

    UV Mapped and low-poly Wire render.
    MareLeg_UVMapped.png
  • Bertmac
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    Bertmac polycounter lvl 17
    Ok Next some Basic color on it.

    MareLeg_BasicColor.png

    just 2% done on texture heheh

    just getting the materials right.
    Some help here please
    what do you think of it

    thanks
  • nyx702
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    Lookin sexy! You busted this out.

    Are you going to do the cap on the end of the lower barrel? I see it in one of the refs.
  • Bertmac
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    Bertmac polycounter lvl 17
    Yo Nyx702 hows life dude. nice to drop by.
    Thanks, but i really don't understand what you are talking about. Doh...
    are you talking about this

    ws_transfer_pic_12452377.jpg
    its a fake
    or more like this

    takedown2.jpg

    i thought i had that . but i guess not.
    MareLeg_Barrel_cap.png

    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......
  • Bertmac
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    Bertmac polycounter lvl 17
    Spiced it up a bit.

    AO+bake

    MareLEg_NormalAo.png

    Hope you like it.
  • Kon Artist
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    Kon Artist polycounter lvl 8
  • theSixtyEight
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    theSixtyEight polycounter lvl 7
    ow that is awesome <3 how did u make that details? sculpt or texture?
  • Bertmac
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    Bertmac polycounter lvl 17
    thanks guys


    it still need a lot of work, but getting closer i think.

    MareLeg_wood.png

    what do you think?



    @Paul68Rageous i did both:D
  • Bertmac
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    Bertmac polycounter lvl 17
    Right a new year and not one model finished yet. Doh
    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

    Leg_1-hour.png

    thanks
  • Bertmac
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    Bertmac polycounter lvl 17
  • Bertmac
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    Bertmac polycounter lvl 17
  • Bertmac
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    Bertmac polycounter lvl 17
    right thats about it for blocking i think. next stage should be detailing. its kind of boring right now

    Tota_3-45_Hour.png
  • maximumsproductions
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    maximumsproductions polycounter lvl 8
    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.
  • Bertmac
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    Bertmac polycounter lvl 17
    thanks for dropping by maximumsproductions:

    -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.
  • maximumsproductions
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    maximumsproductions polycounter lvl 8
    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!!
  • Bertmac
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    Bertmac polycounter lvl 17
    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

    anyway 30 min on this
    4-hours-concept.png

    1 hour on this update
    5-hours-Engine.png
  • Add3r
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    Add3r polycounter lvl 11
    Loving your work man, some serious badass stuff. This current mech project is probably my favorite thus far! So awesome.
  • Bertmac
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    Bertmac polycounter lvl 17
    Pfff finally recovered from the Global game jam. That was heavy but fun.

    Anyway didn't like to proportions on the mech. it was way to slim. so i fattened a bit
    what do you think.

    front_proportions.png

    thanks


    @ Add3r: thanks, hope to finish it quickly.
  • Bertmac
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    Bertmac polycounter lvl 17
    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

    Scan_0001.png
  • nyx702
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    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 :)
  • Bertmac
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    Bertmac polycounter lvl 17
    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.

    Thanks for dropping by
  • roosterMAP
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    roosterMAP polycounter lvl 14
    love the concept! do it!
  • Bertmac
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    Bertmac polycounter lvl 17
    hehehe I am doing it.

    thanks
  • Bertmac
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    Bertmac polycounter lvl 17
    Well i did some more:

    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 .

    5.5.4_hours.jpg

    Thanks
  • Bertmac
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    Bertmac polycounter lvl 17
    I know, i should be working on ^^ this^^ mech. but something came in between.
    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

    Presentation_sheet.png

    Texture_sheet.png

    Flat_lighting_sheet_02.png

    Wireframe_sheet.png
  • AdamRodgers
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    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.
  • Baron Flame
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    Baron Flame polycounter lvl 12
    Wow. Great progress so far!
    My favorite has to be the post-bake gun. That thing looks absolutely brilliant!
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