I should probably read more books on mechanics.
The way some artists cover the mechanics of things or how entire parts of something would be conveyed by a color blob gets kind of annoying and requires me to extrapolate what ever may be there.
in the first post you got those weird box shadows tracing the polys of the left mesh that sort of stick out way to much, I don't know if this is a texture thing or not but it takes away from the model as a whole.The assets in your third post, whether its a first pass on the texture or not, is rather plain. The way the light bounces of the bricks and panels looks good, but aside from that they are really flat. Just adding some grains or some grit to the diffuse would do wonders for it, and decals or vertex paint (if you throw it into udk) would do wonders for it. I am not a great hard surface guy so to me your robot stuff is looking cool so far. I hope these help, honestly though I think you're doing a good job, and I'd like to see you tackle some big projects
None of these meshes use textures actually! Just flat colors in light.
But I should have had better color choice. I am reading Color and Light right now to learn more about the properties of light.
[ame="http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719"]Amazon.com: Color and Light: A Guide for the Realist Painter (9780740797712): James Gurney: Books[/ame]
And yea I have noticed I haven't taken on any large projects really. try to make something in a day and extend on it in the future when I have a new array of techniques and designs to play with and mix in. Its more of a case in which I am trying to fasten up my work flow but the idea of working on something on 2 different days seems a little hard.
Every day seems to have a different feel for me and doesn't allow me to want to continue on something else since I cant really "necro" up the original idea for it I had at the time. This is probably why people build up huge collections of reference folders just for projects.
Any good way to organize large projects and references?
I'm noticing a trend with your rocks. I think you need more hard edges especially if its a canyon because they become really chiseled by the wind and water that have eroded it over the years. You see more soft edges in beaches and rivers. The rock in your fifth post seems to be on the right track but I'm not seeing that reflected in your latest scene. Also I really like how your sci fi room is coming along. Looking forward to seeing it finished.
Yea I need to see more rock references and see what situations cause for different rock shapes and then the process of modeling it.
The cliff is a mess but it was modeled entirely using sub divisions and was not sculpted at all.
Its a huge mess really.
Your Montreal Lab floor is on the way, but why have you added an extra bookcase? You've made the piece on the left longer. Arent you trying to make a model of the concept that you have found/given?
Your Montreal Lab floor is on the way, but why have you added an extra bookcase? You've made the piece on the left longer. Arent you trying to make a model of the concept that you have found/given?
I didn't get the scaling of things right so it grew pretty off reference anyways. A lot of these are really practices and studies. Haven't really dedicated myself to an entire project on my own yet.
This thread is really old but I figured I would re-use this one rather than make anther one or posting in the LP/What-are-you-working-on threads and such. Gives me the chance to chronologically look back at my (embarrassing)past work and such. Here's some recent low-spec work I did pretty recently! I'll probably be using this thread more actively.
Wowzers, I'm quite likin' the toony effects you got on this magnificent ice woman. How'd you get those outlines to function, anywho? Everything I've tried with Maya's toon outlines results in more or less of a mess.
Wowzers, I'm quite likin' the toony effects you got on this magnificent ice woman. How'd you get those outlines to function, anywho? Everything I've tried with Maya's toon outlines results in more or less of a mess.
Oh my sorry for the late reply.
Heres a mini-tut for 3ds max that can be done in maya. It basically creates a "shell" outside of the mesh and the faces are flipped inwards with the material you want your outline to have.
Not really for real-time rendering stuff since it doubles polycount but it works great for presentation!
Replies
The way some artists cover the mechanics of things or how entire parts of something would be conveyed by a color blob gets kind of annoying and requires me to extrapolate what ever may be there.
When ever I try to sculpt something crappy it will eventually end up just being a rock. And not even that is good.
Need more reference.
Loosely based on this.
But I should have had better color choice. I am reading Color and Light right now to learn more about the properties of light.
[ame="http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719"]Amazon.com: Color and Light: A Guide for the Realist Painter (9780740797712): James Gurney: Books[/ame]
And yea I have noticed I haven't taken on any large projects really. try to make something in a day and extend on it in the future when I have a new array of techniques and designs to play with and mix in. Its more of a case in which I am trying to fasten up my work flow but the idea of working on something on 2 different days seems a little hard.
Every day seems to have a different feel for me and doesn't allow me to want to continue on something else since I cant really "necro" up the original idea for it I had at the time. This is probably why people build up huge collections of reference folders just for projects.
Any good way to organize large projects and references?
How do you guys do it typically?
Based on this. Pretty off reference:
I did learn about some cool tools 3ds max had.
The cliff is a mess but it was modeled entirely using sub divisions and was not sculpted at all.
Its a huge mess really.
in relation to rocks like:
but more like
nope! Did it in after effects and used photoshop's dither effect on gifs to get the half-tone effect.
Some stuff with a friend.
Some animated stuff with banavalope's art.
[ame]https://www.youtube.com/watch?v=zOpu2E5QE5A[/ame]
do you have a blog elsewhere?
And yes!
Oh my sorry for the late reply.
Heres a mini-tut for 3ds max that can be done in maya. It basically creates a "shell" outside of the mesh and the faces are flipped inwards with the material you want your outline to have.
Not really for real-time rendering stuff since it doubles polycount but it works great for presentation!
You can try out our game here!
Sketch from earlier today
Some gifs I made to explain some stuff to a dude. ๐๐๐
[ame]https://www.youtube.com/watch?v=24k2BkBmCI0[/ame]
Did some VFX on this one before my semester finished
http://www.rode.com/myrodereel/watch/entry/204
A couple more