Currently there are seven 512 maps and two 1024 maps. This is aimed towards a game engine.
Can anyone tell me if that sounds wrong?, thanks.
Currently there are seven 512 maps and two 1024 maps. This is aimed towards a game engine.
Can anyone tell me if that sounds wrong?, thanks.
ok, this is about 90-95% done now. Floor is obviously very early progress and I will be working on that tomorrow as well as adding details/special maps etc. Let me know if theres anything that could do with tweaking etc and I'll see what I can do. Thanks.
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Schmung, Never too late to mention geometry issues...thankfully in max 7 you can preserve UV's while editing. I am editing as I go through my texturing and will post a final wireframe and tri count when finished.
Its going quite slow, just having to keep retweaking things and getting colours to work with each other. I've spent ages trying to do the doors and just had to give up, thankfully I now have a 3 day break. I'll continue on Sunday, let me know any crits you may have. Thanks.
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Is the new roof (left) better then the old roof (right)??...in terms of colour control I prefer the green one but then it loses that pier/beach look...
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Just finished for tonight, been working on the upper half. I'm quite happy with this but am dubious about the 'cylinder roof' texture.
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Captain P, thanks. The idea was to create most of the 'wrecked' aspects within the texture. But your right, I will look at it again and see if theres more I can add with modeling before I start texturing.
Jynxdaddy Kill me now...but what is a mapper?, is it someone working on a mod? What puts me off mods is that you rarely choose what you can do. Also it is mostly labs and industrial zones and other cliches I wouldn't want to put in a portfolio. My next environment project is going to be cartoony and I doubt anyone is doing a cartoony mod right now? Let me know if there is.
Recently at a couple of interviews it has become apparant that it is my environment work that is getting the attention. So, as much as it hurts, I'm devoting my time to environments for the next few years.
Here is some WIP on my latest project, a old abandoned building on a british pier. I'm roughly going by reference images but putting my little changes here and there. I'll start texturing tommorrow but feel free at this point to crit my geometry/modeling.
Thanks
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The style I'm going for isn't over the top, over proportioned cartoony (like Incredibles, for example) and it certainly isn't going for realism. It is somewhere in between.
Thanks all, as you can see I've been trying to get the hair right. I used the vetetian blinds idea (about 4 planes) but I think I've done it wrong as I just don't like it. Is it really bad?...
eyebrows and tash...great in terms of design but again my technical skills are letting it down. Might drop this project for a while, then just use the untextured head model as a portfolio piece.
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Oh dear...where on earth am I going with this...
Is it me or is this method of doing hair a bad one?, maybe it won't be so dodgy once I've added texture.
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Carnival man wins...
Since I have no High poly in my portfolio I thought I would make this my first piece of HP work. Still needs alot of tweaking but thought I'd show it while I ask a question...
eyebrows and tash...how would you go about this with a HP stylized head?, I'm not wanting to use any hair plugins. Is it normal to extrude polys or should they be seperate objects. I have a feeling the answer is seperate objects but the problem I have with that is when showing wires it gets in the way of the underlying topology.
Thanks for all crits and comments
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I thought there would be one clear winner...better explain the project a bit...
This character is a sort of project where I'm trying to create a character that would suit a popular game series (FPS) that a company do who I soon have a interview with.
The sniper guy, the ferris wheel isn't a gimmick. The idea is that you need to shoot out all the carridges as the wheel rotates (from a distance). Its very much what I'm about, fun is more important than realism. I'm really into the fact that games are currently obsessed with realism and so much so it limits what you can do with games. I swear, if Mario brothers was invented yesterday we would have people saying "But why would the koopas keep their shells on if mario can use them as weapons?...lets just put them in tanks".
We're heading to a stage where if a game character needs health they have to head to a hospital and wait in a waiting room for 3 hours...look at MGS3, you have to treat individual wounds with particular treatments. Arm hit by bullet?...now you have to cut it out with a knife, tie up the wound and put on TCP...
aaaaaanyway, back on track. If I do sniper I'll pull back the wheel as it DOES look a little too close in the concept, so his arms can bend back. Apart from that I think it will fine...without the wheel it just has no interest both in terms of gameplay and art/animation.
Ah yes, is it based on my 'carnival' style projects?...I try and base all my characters within the same world. Its a sort of mixture between my own style and the style created by the company.
I don't have much time for this character, need to model and texture it before 4th July. Which is why these concepts are quite rough. Anyway, any preference on which one to go for?, I'll start this evening I think.
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Thanks Lee3dee, a few people mentioned the issue with the concepts at the start. I've took this on board as well as a few other crits, actually this new version is different in many ways. Much cleaner. It is also down to 20MB and 90 seconds running time. If you wish it can be downloaded in the link above.
I'm actually doing a dvd version but for the first time, at the moment uncompressed my movie is 3GB. Normally I wouldn't dare, but if the dvd can easily fit it on why not?...what do you think? or should I make it more like 100-300MB?
My new showreel, based on my modeling and texturing skills.
Its about 35MB and so not expecting a lot of feedback, but if you have the time I would like to collect as many thoughts on this before monday as next week I'm starting to make serious job applications.
Thanks.
all done, 6000 tri, 2 x 512 diffuse (and spec + bump).
Thanks for all support on this,
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Texture WIP, should finish this project tomorrow night. I'm using two 512 maps (probably diffuse,bump,spec and illumination)
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one of the maps as it is at moment...
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skull!!
Do try and at least put your own touchs into this. Thats something that annoys me about tutorials, they always revolve around ordinary subjects which for me make it more of a chore.
How about making a lab underwater, a sinister lab in a candy store, a lab spectacle in a theme part where things go around by mechanisms, a lab from the 16th century...
bad examples, anyway...going by your final year project I'm sure you will give it a personal touch.
About done, but really hit a problem. I'm really needing to move on, but I've adapted this high poly version from the low poly but I just don't have time to go around the mesh changing every single tri into a quad.
The idea of doing the high poly was to show I can do it, but I feel its pointless showing it if it goes against one of the core rules of high poly work, all quads. So I may ditch the high and work on another project which focuses on high poly (rather than being a adapted low poly version) while I wait for feedback on my showreel.
Have I really gone about this the wrong way, maybe I should of built the high poly and adapted it into a low?...
Also, when I texture it I am going to unwrap the low poly, save uvs and put on high poly (if I go ahead with this), can anyone confirm that as a good method?
Thanks
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Yeah, the lamp officially died...R.I.P...
PS a normalmap????...I've been wishing for tht ability!, so you CAN make a normal map in the same way as a bump map? My painting is far better than my modeling.
Not touched Zbrush yet, its on my 'to do' list. Basically, I really need this modeled and textured next week so can't be spending too much time exploring new methods.
Anyway, I'm having to stop work on it for 2 days. So please continue crits, I'll pick em up on monday and tweak the model. Unwrap on tuesday...finished on thursday/friday...
Thanks for all support!