Posts by Fuzyhead
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Currently working on a highpoly model for my bachelor thesis. Exterior is finished, interior still wip.
Any criticism and comments are welcome

[Blocked Image: http://www.abload.de/img/screenshot_v14_1cedap.jpg]
[Blocked Image: http://www.abload.de/img/screenshot_v14_28kci9.jpg]
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Looking good so far, but would be great if you can post the wireframe and polycount as well. Currently it looks like you modeled every detail from the highpoly at the lowpoly as well.
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Highpoly model I made 2 days ago. Going to be part of my bachelor thesis.
[Blocked Image: http://www.abload.de/img/untitled-224oxl.jpg]
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Even so the video is older then 1 month I didn't changed so much until now. Was busy finishing my internship and moving back to Berlin to start my bachelor thesis... Going to meet a friend next month to rework the shader, especially the specular. The final video will have some sound effects (mainly rain and some music) as well. Looking forward to some feedback of yours.
Oh and before I forget to mention- don't worry, it's not your pc lagging, but the video
It was captured on pc with some average hardware. Final version will have better Fps.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Quote from kanine01
Criticism would be appreciated.
Looking good, but- I took a closer look at the original M3 Fighting Knife and your proportions doesn't seem to fit. For me it looks like the blade itself is to width if you compare it with the haft. Would be also great if you could say if this knife is actually for a game, for presentation only, etc.?
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Quote from Cuplacakes
I'm sorry, I didn't mean to upset everyone

Well I think you didn't, so don't worry. But you really should spend more then 2 hours on a scene to learn more effectively, I think it's in your interest as well. Like knj said, 2 hours might be not even enough to get a good idea for a scene, I won't start talking about gathering references as well (which could take days)... You might also want to try to make just single assets instead of an entire scene. Of course a finished scene is better for a showcase, but a scene also needs much more time to spend on.
If you just started going to university you still have some time left until you are in need of a polished portfolio. So there is also no need to get those scenes as fast as possible (as far as I can say).
So just take the time you need.
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So you posted the same video in 3 different threads? Next time you might just want to decide if it's wip or a final showreel and then post it one thread first, but maybe that's only my opinion.
I can't play the video anyway- it's locked in my country, don't know why- so I'll just go for the images. The overall scene is looking fine, and much better then your previous work. But if you take a closer look there are still many things you could fix.
Just to metion the most annoying thing for me: The terrain on the right side looks quite ugly and unnatural. You might just smooth it a little more.
The trees on the left side looking quite odd, there is no depth on the texture. Try to use a normal map (if there is one improve it). And the tree one the right side otherway.... is quite awful. I think you can't really fix anything, so just get rid of it^^
The grass is looking more like spikes- to sharp/pointed. Try to find some good tutorial how to crate realistic grass.
For your next project you might want to get some more details instead of only a good overall view. I know this is image has a over-the-top quality, but it's still a good inspiration for your scene.
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You clearly should at least show some work you`ve done so far. I don't think anyone will willed to join before you haven't shown any previous work of yours. In addition it would be good if you could explain why you are interested in making a map together, if you have any ideas in mind already etc.
Currently it sounds like a spontaneous thought of yours, which could be changed within days.
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Finally after a long time I'm nearly done with this damn tank. So here are the current screens. If anyone has some suggestions about changing/editing/deleting something, then please say so

Comments and critiques are welcome.
[Blocked Image: http://www.abload.de/img/2_back_255upt.jpg]
[Blocked Image: http://www.abload.de/img/2_back_3q3u8u.jpg]
[Blocked Image: http://www.abload.de/img/3_front_1jiuwz.jpg]
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Well, that's an clear improvement, nice one. The wall and the ceiling are great by now, only the floor looks a bit off because it's quite clean. Maybe you can add some more dirt/decals to it.
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Quote from [HP]
[Blocked Image: http://i.imgur.com/McbXCqd.jpg]
Well well, can't fine much to criticize... Am I right that there's still some Udk content in the scene (e.g. the fence on the right background, the grass)? If so I would like to see those assets remade, so there's only custom content in the scene

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Quote from blackdog
Anyways, since there's that big puddle of water, maybe it would fit to put some water dripping from the ceiling?
dripping water is still on the checklist, currently there's only a bad looking udk material on the particle effect, so nothing to show yet.
Quote from _gbWhat I'm asking myself is how there can be such a pool of water inside a hangar, unless the roof is broken... in which case there would be a light beam coming in too, or something.
Well, I guess there are some parts of the roof which aren't welded seamlessly. So there isn't any large hole, crack or something similar. Even if there would, it's quite a dark night and there wouldn't be so much light to pass through the roof.
I think I'm nearly ready to start polishing the tank and create a camera track for a video. So if you guys have any major criticism please let me know.
Current version:
[Blocked Image: http://www.abload.de/img/random2p0ze1.jpg]
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Quote from TarrySruman
The shadow under the tank is pretty weak imo. It looks almost like one of the water stains on the pavement.
Yeah indeed.
Thanks for the feedback everyone- I haven't implanted all of your feedback today, evenso I hope I could get rid of most of the key problems with the lighting and the shadow of the tank. I'm still going to continue working on it to fix/add the rest of your feedback as well.
Still to do:
Adding more stuff around the tank to make the hangar looking less empty and... well, more like a hangar^^ I'm also going to work on the area where the wall meets the ground, to get a better transition between both of them. Oh and I'll also try to add some fog particle later on as well.
So, here's the current version:
[Blocked Image: http://www.abload.de/img/random164qr6.jpg]
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Quote from CuplacakesDisplay More
What engine is that scene being rendered in? If it were me, I would add a bit of fog to the scene, introduce more contrasting elements and perhaps add some form of "Depth of Field" effect, and blur the background.
More Detail:
I think that overall at the moment the scene looks a bit bland, the shadows under the tank and around the edges of the scene should be much darker, and overall it is just too bluey-grey at the moment. I would reduce the radius of your lightsources vastly. I also cannot tell whether you are using a specular map on the tank or not, and you definitely should be.
Also, are you using ambient occlusion in the scene? Because it would add a lot.
In general it just looks a bit empty, perhaps the addition of a bit of clutter around the edges would help a bit.
Where the tunnel mesh meets the floor there is an obvious and very unrealistic edge, which should not exist.
I hope you take what I say on board, and the models look great, the presentation needs a little work though.
Hehe, yeah well actually it's not a tunnel but some kind of hangar

Anyway- I should add some more details on the scene, indeed. Also I already tried Dof but simply forgot to turn it back on when I was making that screenshot

But I think I won't use the AO within the engine because the Ao in the Udk (the engine it's rendered in) isn't that great... actually it is really bad. I might can fix some things to make it look better, but... well I'm not such sure about it right now.
Already got another feedback that my previous version was just to dark, so I brightened it up just lately. I'm also not sure if I'm fine with it right now....
Thanks for the feedback, I'm clearly going to take most of it into the next update

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Thanks for the reply, totally agree with your points. But what exactly do you mean by "gloss on the tank"? I presume that you want making the tank itself beeing wet from the rain instead of using a gloss map, don't you
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Currently making a small environment with 100% custom content for the presentation of my tank model. Nothing really finished, but I still would like to get some feedback:
[Blocked Image: http://www.abload.de/img/random3ybui6.jpg]
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Looking better with this lighting, indeed. Even so you might want to try to get some more interesting reflections/spec details on the floor and also add some more dirt/garbage decals/models. The floor itself looking quite... empty right now.
Edit:
Like the a cell in Batman arkham asylum. Sadly I only found this small image with quite a bad angle for reflections...
Anyway the scene looking great right now!
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Currently working on a BTR-90, a russian infantry transporter. The Highpoly is nearly ready, and I hope you guys will find some things I could improve for the final version as well.
So, here is the current version from the BTR-90:
[Blocked Image: http://www.abload.de/img/btr90_254ucw.jpg]
[Blocked Image: http://www.abload.de/img/btr90_1s7upr.jpg]
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Very nice- I tried to watch your demo reel at fullscreen, but I couldn't maximize the videowas a bit annoying. You might want to fix that.