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Sci Fi Turret

polycounter lvl 11
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.polygon polycounter lvl 11
----UPDATES
here is something i have been doing in my spare time. I modeled one of autodestructs older concepts he did along time ago. I wanted the look of an abandoned turret that had a lot of use but no major damage. Now it has been sitting around in bad weather for a long time. I also rendered them in marmoset.
36E1G.jpg

High poly modeled in Maya
ehbWN.jpg
Diffuse, spec, and normal. UV shells, the red shells are mirrored
low poly on the bottom left and concept art bottom right
Normals and Ao baked in xNormal
DQzhd.jpg
UPDATES
low poly with normal, maya screen grab
mBSd3.jpg
close ups in maya
A5DRt.jpg

so here is what i did to the normal map. as you can see the right one is what came out of xNormal, then I added more detail to it in photoshop using overlays
j8muu.jpg

Replies

  • fuzzio
    Nice man, i really like the HP poly modelling
  • SsSandu_C
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    SsSandu_C polycounter lvl 13
    Niceee! I like how you did the diffuse. nice uv layout... Good quality turret. Can you show some wires of the hp? :)
  • wester
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    wester polycounter lvl 13
    Very nice. Flawless victory i would say.
  • Ghostscape
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    Ghostscape polycounter lvl 13
    Why did you mirror the side if you were going to put text on it? That seems like an oversight.

    Looks nice, although the barrels look closed off and the middle bit doesn't read very well as a lens or whatever if it's an energy weapon - you might want to try making that a bright color to help read it as a different material.
  • Mcejn
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    Mcejn polycounter lvl 12
    Looks cool. Would like to have seen some variation in the values of the metal across the different elements, maybe even different materials/surface properties, but still a nice model and a sweet concept!
  • rooster
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    rooster mod
    @Ghostscape- I think he rotated the geom rather than flipping it, it says 26 both sides. edit: oh, no it doesn't! my bad. in that case, yeah what's up with that :) maybe 11 would be a better number :P

    Looks awesome, only thing I'd like to see is just one or two obvious human-intractable elements to show what scale the object is (control panel, handles, ladder etc, even bolts). All the details seem size-independent, so it's hard to say how big it is. That's just a nitpick though :)
  • Alberto Rdrgz
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    Alberto Rdrgz polycounter lvl 15
    Really great! i have little to add, maybe ding it up in Zbrush? the textures suggest it should be more beat up. but that's just me.
  • chrisradsby
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    chrisradsby polycounter lvl 15
    That's really nice, how does it turn side-ways though? :)

    Really nice work overall! I agree with maybe making some dents in there or something, you've already got a unique texture for it. Create two versions for the hell of it ;) One that is really banged up!
  • Zweistein
    That's some really nice grime and wear, goes straight to my inspiration folder!
  • passerby
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    passerby polycounter lvl 12
    man if the colours were more saturated i could really picture this being on a ship in a homeworld game.

    pretty nice work
  • Anchang-Style
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    Anchang-Style polycounter lvl 7
    I would maybe add holes for bullet projectiles to come out...But thats just me
  • theonebutcher
    Looks good, really like the wear and tear on the paint. I agree with the above about there being hole for bullets etc unless its some weird energy weapon? like it though :)
  • .polygon
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    .polygon polycounter lvl 11
    thanks for the replies guys, So If this was for a actual game I would have made the number on the side a decal. I will change it to a logo. Its supposed to be some kind of laser cannon so thats what the glass lens is on the tip. not sure what to do, if this thing was working there would be glowing lights on it that would help it. The base sits on a gear, so this would sit in some kind of pedestal with a recessed area, with another gear to make it turn.
  • GOBEE
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    GOBEE polycounter lvl 10
    My first thought was this was some sort of microscope. And I think that's due to viewer not knowing how big or small it is with the screenshots provided. I don't believe the blurry background is helping. Is that just a photo? The lighting of the background does not match with the lighting of your model. I can't tell what it's sitting on and so it appears to be floating on top of the surface. I would like to see this on an actual surface with shadows. Your best shots are actually the ones from Maya IMO.

    With that said, excellent modeling and top notch textures. Very nice.
  • Computron
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    Computron polycounter lvl 7
    Really nice work, great texture work and a great high poly. Did you derive the detail normal overlays from the diffuse? How did you get the two to match up so nicely, especially with the edge scrapes and bare metal?
  • misterboogie
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    misterboogie polycounter lvl 11
    Sweet cannon! You've done a very good job. My only crit is what has already been mentioned. If you're mirroring the side with text it's going to be backwards on the other side. Maybe take it off and try doing it with an offset alpha'd decal texture maybe?? That would make it look less gay....maybe......mostly......
  • .polygon
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    .polygon polycounter lvl 11
    hope this helps computron
    rI7UE.jpg

    Im still not 100% happy with marmoset not having adjustable normal map height. does any one know if this is possible?
  • SsSandu_C
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    SsSandu_C polycounter lvl 13
    Nice! But you should normalize the normal map after that so you don't loose information in the blue channel. I looked at the normal map and as you can see you lost blue channel information. But it still is not perfect as you can see lots of blue channel information is still lost. You can try this one or the alternative he offers in the info on the page.
    normalmap.jpg
  • .polygon
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    .polygon polycounter lvl 11
    thanks! SsSandu_C i am going to watch that video once it loads. I just tried putting the normal map into crazy bump and increased the intensity and the sharpen. that helped out a lot! I will compare the results between both ways, thanks again
  • Computron
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    Computron polycounter lvl 7
    I recently read on some polycount thread in technical talk that it is useless to re-normalize because most engines will do this for you upon render time. you will end up with flatter normals if you do. Can't find the thread but I am sure someone will be able to elaborate.
  • EarthQuake
    Generally, it is much more important to clamp the blue channel of your overlay normal map(s) to 127(with the levels tool, or with a levels layer mask clipped on that layer). This way you you're not doing weird stuff that requires a re-normalization. If you see a big difference after normalizing, you're doing something that you shouldn't be along the way.

    .polygon: There's no reason for marmoset to have a "height" value for a normal map, a normal map is not a bump map. Normal map strength should ALWAYS be 1, or 100%. Normal maps are generally baked from high res geometry, and their purpose is to replace the vertex shading per pixel, if you're applying a NM at a random strength, you'll get massive smoothing errors.

    If you want to adjust the strength of your normal map overlays, do it in photoshop.
  • jordan.kocon
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    jordan.kocon polycounter lvl 13
    I clamp my blue channel to 127, then use 'hard light' instead of overlay.
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