marnamai Posted October 5, 2014 Report Posted October 5, 2014 skinweighting is "done" ShockaPop 1 Quote
Sigma Posted October 12, 2014 Report Posted October 12, 2014 A little more work every time. I know some have seen it already -- but that's because I trust and respect this community in its ability to give feedback and lead and mentor others. Quote
Sjonsson Posted October 15, 2014 Report Posted October 15, 2014 I think I never ever dared post any 3D art but here we go. I'm trying to learn Zbrush and this is my first real try. Gonna post the progress here. Please critisise! TheOnlyDoubleF, knj and LATTEH 3 Quote
Hipshot Posted October 17, 2014 Report Posted October 17, 2014 Thought I would share this. I am getting a little closer on the highpoly being completed. I have not seen any other rocket launchers made yet so I am a little hopeful that once I improve/clean/bake that this might make it in-game (but not going to get my hopes up too high). Lots left to do though to just the highpoly. What fonts are you using here? This is not the regular UT font? Sigma 1 Quote
knj Posted October 17, 2014 Report Posted October 17, 2014 Those non round arches are something you are going for ? Every time you want to smooth a mesh in Zbrush, do a preview in you 3d package. And bare with me cause this might be hard, but in most cases don't just to the highest sub D level. just work on form and after that work on small details. Also those damage parts you did, are not looking any real - I was there so practice makes perfect ! Great you've started and keep up the good work ! Quote
Sigma Posted October 17, 2014 Report Posted October 17, 2014 (edited) Thought I would share this. I am getting a little closer on the highpoly being completed. I have not seen any other rocket launchers made yet so I am a little hopeful that once I improve/clean/bake that this might make it in-game (but not going to get my hopes up too high). Lots left to do though to just the highpoly. What fonts are you using here? This is not the regular UT font? This is the new logo and font selected by Epic about 2 weeks ago officially. High res downloads are available at the unreal forums. Edited October 17, 2014 by Sigma Quote
Sjonsson Posted October 17, 2014 Report Posted October 17, 2014 (edited) Those non round arches are something you are going for ? Every time you want to smooth a mesh in Zbrush, do a preview in you 3d package. And bare with me cause this might be hard, but in most cases don't just to the highest sub D level. just work on form and after that work on small details. Also those damage parts you did, are not looking any real - I was there so practice makes perfect ! Great you've started and keep up the good work ! Yeah I'm actually imitating a workflow someone else made simply to learn something new and get going. So you're saying everytime I smooth it I should bake out the textures and apply it to my lowpoly to see how it looks like? Alright, start out with big shapes and then go for detail - noted. Yeah, I'm having a hard time handling sculpting, even though I know how some things look its hard to make it so xD I'm trying to go for Torchlight 2 / Dota 2 handpainted look. Thanks for the reply! Edit 2: didn't see your reply until I finished this iteration, will take what you said in consideration for next pass. Also here's an update: Edited October 17, 2014 by Sjonsson knj 1 Quote
Sigma Posted October 18, 2014 Report Posted October 18, 2014 (edited) Thought I would share this. I am getting a little closer on the highpoly being completed. I have not seen any other rocket launchers made yet so I am a little hopeful that once I improve/clean/bake that this might make it in-game (but not going to get my hopes up too high). Lots left to do though to just the highpoly. Look at this thread: https://forums.unrealtournament.com/showthread.php?12436-Playing-around-with-a-Flak-Cannon One has to do lots of iterating before getting into the official game. First: Final: Indeed they do. Paul (Kazeo) has been giving me feedback to help me push the model even further which I am highly appreciative of. It has taken me a substantial amount of time to fill in the model completely--which I should have had done very early on had I done a proper block-out phase instead of charging into it without much of a plan short of the concept art itself. That is a mistake I will not repeat in the future. Having said that, hopefully I can begin iterating even more and more quickly. I believe I have been doing a fair bit of iterating (within what I had completed) although I am not nearly as fast or skilled as Paul is (and I have payed very close attention to his work). Edited October 18, 2014 by Sigma Quote
kanine01 Posted October 26, 2014 Report Posted October 26, 2014 TheOnlyDoubleF, Em' and Sigma 3 Quote
Sigma Posted October 28, 2014 Report Posted October 28, 2014 (edited) I can't tell if this is a real pistol or not. If not, then my suggestion on the magazine release button indentation would be to let the cut flow into the finger grips as opposed to carrying it back out to the same planar level as the rest of the side of the grip. Other than that, very nicely done. Just sharing another iteration and a pick-up base I am working on (sorry for branding, pulled it off my portfolio ). Doing the powerup base has encouraged me to start doing smaller environment assets instead of herculean effort ones like a weapon for a first person shooter in terms of time commitment (5-6 hours for the high poly due to having to restart the 8 prong pieces 3 times to get proper edge control). So in that regard I think I may have found something I enjoy more at the moment in terms of art assets to work on. Edited October 28, 2014 by Sigma Minos 1 Quote
kanine01 Posted October 29, 2014 Report Posted October 29, 2014 (edited) pic I can't tell if this is a real pistol or not. If not, then my suggestion on the magazine release button indentation would be to let the cut flow into the finger grips as opposed to carrying it back out to the same planar level as the rest of the side of the grip. Other than that, very nicely done. Here's my reference. Edited October 29, 2014 by kanine01 Quote
kanine01 Posted October 31, 2014 Report Posted October 31, 2014 First test bake this morning. Polycount Thread Quote
Sigma Posted November 2, 2014 Report Posted November 2, 2014 (edited) Second photo is inside UE4 with a simple metal material placed on it. You can find download links for both the simple and this advanced version here. Please tell me what I did wrong so I can improve . Maps baked at 4k resolution. Edited November 2, 2014 by Sigma 1488 and TheOnlyDoubleF 2 Quote
kanine01 Posted November 5, 2014 Report Posted November 5, 2014 mostly base values and some very basic texture crits? polycount thread RedYager and Em' 2 Quote
Sjonsson Posted November 5, 2014 Report Posted November 5, 2014 I did not do this, I just HAD TO post it somewhere to show you guys, cause it's so damn cool!https://sketchfab.com/models/a4ca0e3864e143af9bf1dffc7fc8029b?utm_source=oembed&utm_medium=embed&utm_campaign=a4ca0e3864e143af9bf1dffc7fc8029b Seldoon182, ShockaPop, Em' and 8 others 11 Quote
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