Jump to content

Recommended Posts

Posted

attachment.php?attachmentid=8713&d=14131

 

attachment.php?attachmentid=8720&d=14131

 

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.

Posted

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?

Posted

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 :) !

Posted (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 by Sigma
Posted (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:

wPavKhE.jpg

Edited by Sjonsson
Posted (edited)

 

attachment.php?attachmentid=8396&d=14123

 

attachment.php?attachmentid=8394&d=14123

 

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:

Flack2.jpg

Final:

flack20.jpg

 

 

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 by Sigma
  • 2 weeks later...
Posted (edited)

DbBFsDG.jpg

 

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.

 

Rocket_Launcher_J_Emerson.png

 

Powerup_Base_J_Emerson.png

 

Just sharing another iteration and a pick-up base I am working on (sorry for branding, pulled it off my portfolio :P). 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 by Sigma
Posted (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 by kanine01

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...