Aside from your specular, your normalmap doesn't look right at all. Mind showing us the lowpoly with just the normalmap (and one spotlight at a fairly sharp angle to the mesh, ideally) and the highpoly?
it doesn't look right on the mesh, but it also doesn't look right in the texture. That's awfully bright for a flat surface!
Thanks for the crits. Heres the high poly (left) and low with just normal. The low poly is just a plane. Maybe I should have put more detail into it. If you see ways that I can improve the high poly or fix the normal let me know, thanks.
@Raider, what immediately struck me is how huge you've made the stock, if you look here it's actually a lot thinner, especially at the larger section further away from the reciever, and at the top it goes to a very thin point not a flat surface
Some good ref there cheers guys, i'm using a ref of a 1928 atm which actually doesn't have that slanted face before the narrowing, but i might actually put it in there since i think it looks better. Might just start a wip to avoid cluttering the thread with all the feedback on it
yeah, more of these things........ still WIP... not happy with it TBH.
and can anyone please explain Mud's indecisive pixel padding? it really does a bad job IMO. every time i have to reset it in the prefs, and even then, it doesn't pad all the layers correctly. very, annoying... hence, crap texture sheets.... also noticed it pads over shells as well.... wtf mud... you pain me so! i could easily bake them in another app and increase the padding so it is all uniform, but that just feels like an extra step you shouldn't have to take if Mud is already supposed to be able to accomplish the same task.
Trying to model a gun for the first time, is supposed to end up becoming a Scar-H, this is also my first real Sub-D project, so feedback very much appreciated
@TheDarkKnight - Not too bad for your first Sub-D, but you will want to soften up those hard edges a bit, as they won't show on the normal map very well being as sharp as they are now.
Grums, did you do anything to the normalmap in photoshop, overlay something etc?
That massive difference in colour between parts (I thought for a moment you'd left the Diffuse on) shouldn't be happening. Doesn't it look really odd when moving it around?
Here's a link to the normalmap of another scifi floor: http://www.helderpinto.com/ssp_director/albums/album-3/lg/sci_fi_textures.jpg
That neutral blue is often the main colour in these, not the really light colour you've got.
Use alot of reference images on your weapon models, there are way to many horrible models that are inaccurate as anything that just look terrible. I'm not really a gun nut, so dont even start that convo, but if you are going to do an asset, do it right and accurate. Guns are assets too ya know :P
Anyways, Heres a good site to get all your reference images from: http://www.pixagogo.com/deicidenbf
You should find some scar images and alot of other weapons.
first draft, definitely needs more work, mouth sucks and well looks overall to standard, the problem the current version also has - lets see what our concepters come up with
Update on my Scar, blocked out some more parts,going pretty good so far IMO
Again feedback very much appreciated, as this is my first gun
sir sir
you shouldnt start adding control edges at this point.
What i would do is blockout everything first, and then add the control edges.
for example.. the grip.. is all blocky. needs to be round. just block it shape and then add the control edges on the end. so that all the model is homogeneous.
also, right now the creases are looking really tight. loseen then up.
@ Neox I love your art style with that dude
@ Ravenslayer I really want a tiny pig panda now
heres just a little prop I was working on yesterday, I realised I don't have any real everyday props in my portfolio and thought I should get on that. Anyway textures still WIP but crits very welcome
Alright, so....this is the final logo design they settled on. A tad bit of sloppiness around the blood parts, but overall I'm fairly happy with it. Met my color quota without going over. When I take it to print, I will half-tone the tans to drop a color, and also save a shitton of money on the prints by color separating it myself and having the .PSD ready to print as soon as it lands in the printers' hands.
Jeeze Medestruit, there's no way I can crit that, it's far too awesome.
--
Here's the beginning of a new jeep. Rather than make up something, I chose the Willys Jeep as a reference. It's the most recognizable vehicle of WW2 so there were no shortage of images online.
Neox, my bad english can't say if you're being ironic or not, but since you look a cool guy and I simply admire your stuff as a Character Artist, I c give it a try, certainly you wouldn't mind.
Don't know much about this particular character of you, so, I'm just suggesting the things that pop in my eyes right I see it.
Just let me know what you think. k?
thats totally fine and there are some very valid points
especially if you see it as a painting not as preparations for a 3d model -
so let me answer the points you did.
First of all, the mouth is way better - though i'm not a fan of the overall shape it integrates way better than my attempt, i repainted and repainted everything looked suckier - so i decided to keep that for the 3d part. And there is no doubt, there will be some changes when it comes to the sculpting, maybe a mix of both attempts would work, i'll test that.
That said, tangents are definitely something i should have adressed more in the painting - only problem is, that you can never avoid them in 3d from any possible angle, so i guess thats why i didn't care too much, your changes are definitely helpful to tie it better together as a standalone piece.
Totally agree on the nose, thanks
But totally disagree on the collar - this would fit into a universe such as "Shades of Violet" a somewhat classical steampunkish setting, with a lot of fine curves- victorian based. Airborn, is opposed to that, totally not based on victorian times. Its a more industrial, heavy metal (not that 80ies rock crap :P), rougher shapes, less fancy design - lets say preindustrial to late first world war. Something like that, the manmade sweatty industry not the fancy pants fine design of the upper classes in these times. But it is also a more eco universe, it playes in times long after the earth collapsed from over exploitation - so at least in the upper regions (where our story starts) metal and glas are somewhat rare things - you have them but not in large number - thats why ships and buildings are made from reproducable ressources, such as wood, or for buildings reusing stones that already have been used. Something like that, but i'm drifting away - has not that much to do with the collar :poly142:
Also of course you could not know he is wearing an old vest of his dad (not from his adult times, but its a bit too big for Pi
Jeeze Medestruit, there's no way I can crit that, it's far too awesome.
Thanks, even though I'm ready to shoot myself right now. /sigh
I was saving out a .jpg and had changed the image size down to something reasonable, and...apparently even though I'm 100% sure I didn't save over the file(I still have the .PSD in tact) it saved as the 500x500. Not a HUGE deal because I can throw it in Illustrator and fix it, but I'll have to repaint the color most likely just because of the linework. This is gonna be frustrating, but thanks for enjoying it =D
I decided that previous incarnations of my fledgling website were basically crap, so I've started over. This isn't finished, but I'm significantly happier with it than I was with older versions.
hey swiz - just wondering, what will you do about the 'brand' icon on the right when you get multiple entries in the highpoly (the overlap)
...not sure about the pale white background, maybe just cause i'm looking at pc's forums @the moment
The image on the right is actually a CSS background element that's stuck to the middle right of the page, so it follows as you scroll down or resize the page. It's also a low-opacity PNG, so I don't need to worry about it looking weird if I change the background color.
And yes, I still need to tweak that background color. I'm not satisfied with it, though part of the crazy brightness is definitely coming from viewing it on the oh-so-dark Polycount. I'm probably going to use a slightly darker warm gray color, I think.
Medestruit: my only crit is the colour of the Flesh, her face is dry and skeleton like, her flesh should be brown/grey to fit more with her state of decomposition.
first draft, definitely needs more work, mouth sucks and well looks overall to standard, the problem the current version also has - lets see what our concepters come up with
I'm not a concepter but I think it's usually a good idea to conventionalise your hero a bit, especially in the kind of world that airborne strikes me as - intrepid kid vs a cast of exaggerated adults. Maybe make him more disney/anime heroic and pick just one element to caricature? big nose or bushy eyebrows or give him a slightly crooked jaw like king kong, wonky tooth/ scratches on his cheek from an albatross fight.
scratched out a paintover - http://www.adventuresincommuting.com/airborndoodle.jpg
I'm not a concepter but I think it's usually a good idea to conventionalise your hero a bit, especially in the kind of world that airborne strikes me as - intrepid kid vs a cast of exaggerated adults. Maybe make him more disney/anime heroic and pick just one element to caricature? big nose or bushy eyebrows or give him a slightly crooked jaw like king kong, wonky tooth/ scratches on his cheek from an albatross fight.
scratched out a paintover - http://www.adventuresincommuting.com/airborndoodle.jpg
hey kite, thank you!
also some valid points in there, but he is definitely getting too young - i already feared my version is too young, but i really like your mouth and especially the cheek
Swizzle - I love the clean design, but something about the background brand icon feels a bit off. I feel like it should be more towards the bottom of the page and maybe slightly smaller. That way when people are looking at the meat of the page, there is nothing to distract them from the artwork. Just my opinion.
EDIT: I like the light colored background, but I agree it may be a little TOO bright.
Replies
Don't you mean infant Torosaurus?
Ha ha, yes. In fact, it was reading that news story that inspired me to try to make a triceratops!
Thanks for the crits. Heres the high poly (left) and low with just normal. The low poly is just a plane. Maybe I should have put more detail into it. If you see ways that I can improve the high poly or fix the normal let me know, thanks.
A scifi jungle mission for a game project. UDK is the engine being used.
there's a whole gallery of references too, you can see for yourself http://pixagogo.com/3607894632
Nice, you don't see 1928's too often :P
Theres a couple of small inaccuracies, though.
The cocking handle/top sight needs to be more round: http://www.deactivated-guns.co.uk/images/thompson_1928_a1/thompson_1928_11.jpg
The bit over the magwell on the left side also goes slanted before the narrowing.
http://www.deactivated-guns.co.uk/images/thompson_1928_a1/thompson_1928_13.jpg
http://www.deactivated-guns.co.uk/images/thompson_1928_a1/thompson_1928_15.jpg
Moar ref:
http://www.deactivated-guns.co.uk/detail/thom1928.htm
http://gunpics.net/
and can anyone please explain Mud's indecisive pixel padding? it really does a bad job IMO. every time i have to reset it in the prefs, and even then, it doesn't pad all the layers correctly. very, annoying... hence, crap texture sheets.... also noticed it pads over shells as well.... wtf mud... you pain me so! i could easily bake them in another app and increase the padding so it is all uniform, but that just feels like an extra step you shouldn't have to take if Mud is already supposed to be able to accomplish the same task.
got clean up and textures to do...any crits are welcome
That massive difference in colour between parts (I thought for a moment you'd left the Diffuse on) shouldn't be happening. Doesn't it look really odd when moving it around?
Here's a link to the normalmap of another scifi floor:
http://www.helderpinto.com/ssp_director/albums/album-3/lg/sci_fi_textures.jpg
That neutral blue is often the main colour in these, not the really light colour you've got.
I could maybe download X-normal and give that a try instead, but have never used it before. Might be worth a shot though.
Anyways, Heres a good site to get all your reference images from: http://www.pixagogo.com/deicidenbf
You should find some scar images and alot of other weapons.
Uploaded with ImageShack.us
My first time using specular and normal maps.
first draft, definitely needs more work, mouth sucks and well looks overall to standard, the problem the current version also has - lets see what our concepters come up with
gruby11: try to do some anatomy studies, the proportions are way off and the muscle definition isn't what it should be
Underwater drawing.
WIP for Monster/Machine concept for my game, a flying golem.
Update on my Scar, blocked out some more parts,going pretty good so far IMO
Again feedback very much appreciated, as this is my first gun
yup and it loves bacon :poly142:
didn't notice your reply untill now , but yes it is
sir sir
you shouldnt start adding control edges at this point.
What i would do is blockout everything first, and then add the control edges.
for example.. the grip.. is all blocky. needs to be round. just block it shape and then add the control edges on the end. so that all the model is homogeneous.
also, right now the creases are looking really tight. loseen then up.
@ Ravenslayer I really want a tiny pig panda now
heres just a little prop I was working on yesterday, I realised I don't have any real everyday props in my portfolio and thought I should get on that. Anyway textures still WIP but crits very welcome
threads over here if y'all wanna take a gander
another speedy kitMushed concept :
but now he's hugging it? like the old House Hippo comercial?
ACES!!!
--
Here's the beginning of a new jeep. Rather than make up something, I chose the Willys Jeep as a reference. It's the most recognizable vehicle of WW2 so there were no shortage of images online.
thats totally fine and there are some very valid points
especially if you see it as a painting not as preparations for a 3d model -
so let me answer the points you did.
First of all, the mouth is way better - though i'm not a fan of the overall shape it integrates way better than my attempt, i repainted and repainted everything looked suckier - so i decided to keep that for the 3d part. And there is no doubt, there will be some changes when it comes to the sculpting, maybe a mix of both attempts would work, i'll test that.
That said, tangents are definitely something i should have adressed more in the painting - only problem is, that you can never avoid them in 3d from any possible angle, so i guess thats why i didn't care too much, your changes are definitely helpful to tie it better together as a standalone piece.
Totally agree on the nose, thanks
But totally disagree on the collar - this would fit into a universe such as "Shades of Violet" a somewhat classical steampunkish setting, with a lot of fine curves- victorian based. Airborn, is opposed to that, totally not based on victorian times. Its a more industrial, heavy metal (not that 80ies rock crap :P), rougher shapes, less fancy design - lets say preindustrial to late first world war. Something like that, the manmade sweatty industry not the fancy pants fine design of the upper classes in these times. But it is also a more eco universe, it playes in times long after the earth collapsed from over exploitation - so at least in the upper regions (where our story starts) metal and glas are somewhat rare things - you have them but not in large number - thats why ships and buildings are made from reproducable ressources, such as wood, or for buildings reusing stones that already have been used. Something like that, but i'm drifting away - has not that much to do with the collar :poly142:
Also of course you could not know he is wearing an old vest of his dad (not from his adult times, but its a bit too big for Pi
Thanks, even though I'm ready to shoot myself right now. /sigh
I was saving out a .jpg and had changed the image size down to something reasonable, and...apparently even though I'm 100% sure I didn't save over the file(I still have the .PSD in tact) it saved as the 500x500. Not a HUGE deal because I can throw it in Illustrator and fix it, but I'll have to repaint the color most likely just because of the linework. This is gonna be frustrating, but thanks for enjoying it =D
...not sure about the pale white background, maybe just cause i'm looking at pc's forums @the moment
And yes, I still need to tweak that background color. I'm not satisfied with it, though part of the crazy brightness is definitely coming from viewing it on the oh-so-dark Polycount. I'm probably going to use a slightly darker warm gray color, I think.
PS lots of amazing work in the last few pages nice guys! keep em comin!
Liking the webby swizz cept ditch the white, throw some grey / maybe a desaturated colour but white backgrounds make me cry
I'm not a concepter but I think it's usually a good idea to conventionalise your hero a bit, especially in the kind of world that airborne strikes me as - intrepid kid vs a cast of exaggerated adults. Maybe make him more disney/anime heroic and pick just one element to caricature? big nose or bushy eyebrows or give him a slightly crooked jaw like king kong, wonky tooth/ scratches on his cheek from an albatross fight.
scratched out a paintover -
http://www.adventuresincommuting.com/airborndoodle.jpg
hey kite, thank you!
also some valid points in there, but he is definitely getting too young - i already feared my version is too young, but i really like your mouth and especially the cheek
haha yeah scudz, it's more like a kitten replacement ^^
Swizzle: clean design
heres something ive been working on last week
it's for a gameproject Alite and the design is made by xander clerckx
(still has some baking poop but i'm working on it )
sculpt
EDIT: I like the light colored background, but I agree it may be a little TOO bright.
added a couple of lights and minor details and started to unwrap the model