Alright! After being side tracked for far too long, I finally (pretty much) finished my project. Please feel free to critique, any advice will be put to use.
Hey, you finished it! You've improved the sculpt a lot, and it turned out great. I'm really loving the colors, and the painting on the pot (as well as overall design) is absolutely lovely. Keep up the good work, and I hope the gift is well received!
The idea behind the gun is that like a dark hole gun or a dark void gun, the solar gun shoots sphere energies that drag enemies and suck them in it. Instead of taking the enemies to an another dimension, it incinerates them. It was a pretty fun concept, anyways here is the gun. The Solar Gun is the first prop that I got to use Marmoset and Ddo.
Here is a space suit that's part of a personal project I'm working on. It's an art book regarding space exploration. To see the whole book in it's WIP form head over to this site. https://tyler-smith-uyus.squarespace.com/
I am currently working in a Dead Space environment with an underwater twist. Also, unlike most of the game my scene is an exterior. The main focus of it is the Town Center which is a Dome as well as part of the entrance to what I am calling "Atlantis" for now.
The entire scene is made with modular pieces and a few extra props inluding my submersible version of the USG Kellion.(I am doing working in this prop individually from the scene but will eventually be added to such.)
Some modular buildings for background purposes
and some small objects to decorate the scene(Please do not mind the awful default textures).
What I am having trouble is bringing this environment to look next gen and that deals with the trim sheet... one of the main things that I am trying to work on is materials and getting them right. Any help would be appreciated as to how to make next gen trim texture sheets.
@JPomeisl : That looks awesome ! I love the design
I'm still playing with Unreal Engine 4, learning Blueprint scripting with the character I did for the Comicon
The grappling hook was a pain in the ass to implement with my limited knowledge, and it still super buggy, but now it's doing something, which is good
[ame=" Engine 4 - Eren Game WIP 02 - YouTube[/ame]
I'm currently working on this, off a concept that I found on the internet called Argo_001. I would like some feedback on the model itself (it's not complete, but any feedback on it currently would be nice). I'd also appreciate it if somebody could push me in the right direction regarding hand-painted texturing! Thanks a whole bunch! :-)
mr_ace loving that style. Makes me want to try it out as well.
kaktuzlime that is a real beaut. Nicely done!
I've been working off of a sweet concept by the dudes of Creature Box. Been having a lot of fun on this one. I've moved on from the high-res and have just finished the baking phase for the most part. Looking forward to texturing and experimenting in marmoset. Hope you guys like!
@JPomeisl : That looks awesome ! I love the design
I'm still playing with Unreal Engine 4, learning Blueprint scripting with the character I did for the Comicon
The grappling hook was a pain in the ass to implement with my limited knowledge, and it still super buggy, but now it's doing something, which is good
You gotta move the chip in that blade higher. Every time I look at that axe, I keep thinking the next time it hits something, the bottom point is snapping off!
So I have been testing out DDO2, which the guys at Quixel kindly allowed me to put through its paces. I took a break from a currently personal project to bake out the Spellbook (2500tris) and attempted to texture it using a mixture of both DDO2 and my normal hand-texturing techniques. I think I found a balance between the two that was both quick but also gave me the satisfaction of hand-texturing.
Awesome material definition Fewes! Doing a gun model myself at the moment, can't wait to get to the texturing stage
Edit - After looking closely at it, do you have some normal map issues on the hard edges on your model? The edges kinda go black... I wonder if that's a texturing thing, cavity map maybe, or whether your normal bake isn't working properly. How did you bake the model?
Awesome material definition Fewes! Doing a gun model myself at the moment, can't wait to get to the texturing stage
Edit - After looking closely at it, do you have some normal map issues on the hard edges on your model? The edges kinda go black... I wonder if that's a texturing thing, cavity map maybe, or whether your normal bake isn't working properly. How did you bake the model?
There seems to be some baking issues yeah. It was baked in xNormal without any custom cage since the bake looked ok straight away and I was being lazy
Should probably take another look at it today...
Ah ok, that explains your problem! Try baking out the normal map the same way but using a custom cage in Xnormal, and I think it will fix most of your problems
So I have been testing out DDO2, which the guys at Quixel kindly allowed me to put through its paces. I took a break from a currently personal project to bake out the Spellbook (2500tris) and attempted to texture it using a mixture of both DDO2 and my normal hand-texturing techniques. I think I found a balance between the two that was both quick but also gave me the satisfaction of hand-texturing.
Replies
Here's a first bake on this dude... The rail looks bad. Advices much needed ! Please go on my thread to shout at my noobish mistakes.
Hey, you finished it! You've improved the sculpt a lot, and it turned out great. I'm really loving the colors, and the painting on the pot (as well as overall design) is absolutely lovely.
https://tyler-smith-uyus.squarespace.com/
The entire scene is made with modular pieces and a few extra props inluding my submersible version of the USG Kellion.(I am doing working in this prop individually from the scene but will eventually be added to such.)
Some modular buildings for background purposes
and some small objects to decorate the scene(Please do not mind the awful default textures).
What I am having trouble is bringing this environment to look next gen and that deals with the trim sheet... one of the main things that I am trying to work on is materials and getting them right. Any help would be appreciated as to how to make next gen trim texture sheets.
with presets like Purple Drank how can you not love marmoset...
I'm still playing with Unreal Engine 4, learning Blueprint scripting with the character I did for the Comicon
The grappling hook was a pain in the ass to implement with my limited knowledge, and it still super buggy, but now it's doing something, which is good
[ame="
I'm currently working on this, off a concept that I found on the internet called Argo_001. I would like some feedback on the model itself (it's not complete, but any feedback on it currently would be nice). I'd also appreciate it if somebody could push me in the right direction regarding hand-painted texturing! Thanks a whole bunch! :-)
Top! :thumbup:
Dont mind if i play myself some Linked Horizon in the back while watching this?
You gotta move the chip in that blade higher. Every time I look at that axe, I keep thinking the next time it hits something, the bottom point is snapping off!
After two months of modelling this thing I need to finally take a break:
JPomeisl: loving that character!
Heres my latest WIP
day 2 testing the ddo beta, slowly getting there and understanding the tool a bit better. creating new materials is fun
Rino - Thanks man, Much like, very wow, such apprechiate
Marmoset is the best!
http://www.polycount.com/forum/showthread.php?t=133314
Making a scifi hallway, its been so long!
Anyway, enough talk:
Cheers!
[vv]91639583[/vv]
Edit - After looking closely at it, do you have some normal map issues on the hard edges on your model? The edges kinda go black... I wonder if that's a texturing thing, cavity map maybe, or whether your normal bake isn't working properly. How did you bake the model?
For a game I do in spare time.
There seems to be some baking issues yeah. It was baked in xNormal without any custom cage since the bake looked ok straight away and I was being lazy
Should probably take another look at it today...
Great work regardless.
ig515, nice modelling man
okay i got the base materials set now, need need to tune the colors, add more wear and dirt and stuff and also some snow to her boots.
Man this is insane! It's kinda realistic sci-fi, I like it. I really feel the power of the structure. Keep up.
Love that door, holy damn. I love that it looks functional and fucking HEAVY. Great stuff...
Badass Scott! I love the detail on that guy