Thanks Frozan glad you like it. I think just the bust for now.
But, you got me thinking maybe a whole body would be nice to do in
the not so distant future.
Hey all, new here to polycount but I have been lurking for a while. I've been wanting to post my wips on here for a while now and today I'm actually going to do it. First off here is my first piece, a futuristic storage capsule inspired by Quake Wars: I'm looking for some honest feedback so please be brutal, thanks :icon60:
thats pretty cool storage unit. the thing i want to see though is the orange part pushed in more. its still very cylinder to me and if u played with the orange part a little more you could prob make it look more dynamic.
definitely has the things to come out great, bzt what i really don't like are those pores, in first place because the are totally uniform and a head never has only bumps going inwards, so if you're heading for a realstic skin, yoz might want to do more research.
But basicly i don't like them because they are destroying the sculptural feel you achieved on the hair, and personally i'd like to see that in the face too.
Hey all, new here to polycount but I have been lurking for a while. I've been wanting to post my wips on here for a while now and today I'm actually going to do it. First off here is my first piece, a futuristic storage capsule inspired by Quake Wars: I'm looking for some honest feedback so please be brutal, thanks :icon60: http://www.garymatthews3d.com/gallery/albums/userpics/10002/capsule_beauty.jpg
be brutal ?! ok here we go promise not to be offended !
- the uv map
big time wastage of space i see 4 circular uv shells 2 having horizontal strips stick out i looked at the model for really long and i cant figure out where the texture for that actually goes you should really only have 2 circular uv shells on your map form what i can see of the model ! ... and seeing how top and bottom bit of the barrel are identical ( normal map) i don't even understand why they are not mapped on top of each other and than get twice as much resolution !
- the defuse map
seams fine but i am not a fan of this render clouds ish shade difference that goes all over luckily you cant actually see that on the model very obviously so i am gonna let that slide.
- the normal map/highpoly model
i can see you actually made a highpoly usually thats the way to go but you don't see any large scale geometry in the normal map because there is hardly any normal difference between your low and high model .... really the normal map looks as if it was made with that nvidia filter.
also all the rims going around the cylinder have this maya envelope normalmap render artifact where its not a straight line how it is on the highpoly model you should either render your normal map with a different tool or fix it in photoshop and remove those waves from the rim.
- the spec mask
it looks exactly the defuse map to me except you masked out the glowy bits ... why ? doesn't the glow come through some sort of plastic or glas ? last time i checked those kind of materials have a pretty sharp specular reflection because these kind of surface shave a very NONE rough surface ! so id suggest make the spec mask alot more contrasty add detail and scratches to it that arnt in the defuse map already and don't mask away the glowy bits... but really this thing just seams to waste texture memory if you intent to use this in lets say unreal engine 3 id say use the defuse map with contrast adjustment inside the shader as the spec mask ... and save yourself a whoel texture layer.
- the glow map
the map itself is fine i guess it could be of a smaller resolution than the other maps to save texture memory and also add a bit of fake bloom while doing so but what bugs me is your shot of how all the texture maps are combined it doesn't look bright at all this is of course completely depending on what engine / tool you use but for presentation purposes id say in maya hook that map into the incandescence slot
-the lowpoly model
when using normal maps you should spend all the geometry in what defines the silhouette of your model because thats the only kind of geometry a normal map cant fake ! so all the polys on the top and bottom bits of your barrel should have been with a similar strength in the highpoly model and than be rendered into the normal map. if you have polys to spare ( and really no one ever does) id say put em into the rims which is hard to render out artifact less into a normal map in maya anyway and it DOES add visibly to the silhouette of the model
Working on the Hands and Head. There very complex pieces to assemble. Progressing through the Armour, which seems very flat right now, but i will enlarge those area to give body armour form.
Ironwolf I think before you any further with that you should go back and address the basic forms.
get some good human reference or at least a similarly styled character and practice a bit more.
you seem to be trying to define the whole thing with diffuse colours, making polycuts in weird places and making it look very untidy.
hands are tiny
Replies
Finished the keg. IronHawk Brewing Company.
But, you got me thinking maybe a whole body would be nice to do in
the not so distant future.
well at least the gallery, not enough time to go over the design, and webdesign just stinks -.-
http://www.polyphobia.de/
http://openarena.ws/crap/sshotf1b.wav
http://openarena.ws/crap/wnalfire.wav
Ironmonkey the face is real nice ;D good character !
haven't touched the normalmap/specular much yet.
[img]http://nonpublic.airbørn.de//wip/kioku/anmalern06_sml.jpg[/img]
okay now it looks better
C&C Welcome
Audacity 1.34beta
Just working on some zbrush sculpts for practice.
Loving the top row.
Someone else picked up on that, too. I'll get on it
But basicly i don't like them because they are destroying the sculptural feel you achieved on the hair, and personally i'd like to see that in the face too.
some 3d scans to help you for the realistic parts
http://physbam.stanford.edu/~fedkiw/images/efty_01.jpg
http://physbam.stanford.edu/~fedkiw/images/efty_04.jpg
be brutal ?! ok here we go promise not to be offended !
- the uv map
big time wastage of space i see 4 circular uv shells 2 having horizontal strips stick out i looked at the model for really long and i cant figure out where the texture for that actually goes you should really only have 2 circular uv shells on your map form what i can see of the model ! ... and seeing how top and bottom bit of the barrel are identical ( normal map) i don't even understand why they are not mapped on top of each other and than get twice as much resolution !
- the defuse map
seams fine but i am not a fan of this render clouds ish shade difference that goes all over luckily you cant actually see that on the model very obviously so i am gonna let that slide.
- the normal map/highpoly model
i can see you actually made a highpoly usually thats the way to go but you don't see any large scale geometry in the normal map because there is hardly any normal difference between your low and high model .... really the normal map looks as if it was made with that nvidia filter.
also all the rims going around the cylinder have this maya envelope normalmap render artifact where its not a straight line how it is on the highpoly model you should either render your normal map with a different tool or fix it in photoshop and remove those waves from the rim.
- the spec mask
it looks exactly the defuse map to me except you masked out the glowy bits ... why ? doesn't the glow come through some sort of plastic or glas ? last time i checked those kind of materials have a pretty sharp specular reflection because these kind of surface shave a very NONE rough surface ! so id suggest make the spec mask alot more contrasty add detail and scratches to it that arnt in the defuse map already and don't mask away the glowy bits... but really this thing just seams to waste texture memory if you intent to use this in lets say unreal engine 3 id say use the defuse map with contrast adjustment inside the shader as the spec mask ... and save yourself a whoel texture layer.
- the glow map
the map itself is fine i guess it could be of a smaller resolution than the other maps to save texture memory and also add a bit of fake bloom while doing so but what bugs me is your shot of how all the texture maps are combined it doesn't look bright at all this is of course completely depending on what engine / tool you use but for presentation purposes id say in maya hook that map into the incandescence slot
-the lowpoly model
when using normal maps you should spend all the geometry in what defines the silhouette of your model because thats the only kind of geometry a normal map cant fake ! so all the polys on the top and bottom bits of your barrel should have been with a similar strength in the highpoly model and than be rendered into the normal map. if you have polys to spare ( and really no one ever does) id say put em into the rims which is hard to render out artifact less into a normal map in maya anyway and it DOES add visibly to the silhouette of the model
hope this helps with the next model
making envs all the time doesn't help improving sculpting skills
@ katzeimsack - nice sculpt so far. It would be cool to see puss just oozing out of this head from certain spots.
Low Poly Render
Working on the Hands and Head. There very complex pieces to assemble. Progressing through the Armour, which seems very flat right now, but i will enlarge those area to give body armour form.
get some good human reference or at least a similarly styled character and practice a bit more.
you seem to be trying to define the whole thing with diffuse colours, making polycuts in weird places and making it look very untidy.
hands are tiny
But the animal adventurers, from S.P.A.C.E!
Bucky, Captain Bucky O'Hare"