GalvanizerPrime Posted January 15, 2015 Report Posted January 15, 2015 Just now came across this forum, sharing what I recently completed. 3Ds Max Modeling Quixel Suite Texturing Rendered in Marmoset Toolbag 2 Photoshop TheOnlyDoubleF, D3ads, Sprony and 1 other 4 Quote
kanine01 Posted January 27, 2015 Report Posted January 27, 2015 Pooped this out in like an hour Deh0lise, esspho, 1488 and 2 others 5 Quote
Black_Stormy Posted January 27, 2015 Report Posted January 27, 2015 (edited) The baked detail is really great in this but the textures need more colour variation. Especially the tan brown material. A lot of the materials covered in tan could be broken down to more appropriate materials, and provide detail hotspots on the model. Higher contrast and higher detail areas attract the eye so you can use that to hold the viewer at more intricate areas like the cannon barrel and the guns on top and on the side. Subtle variations in the color value of seperate items made from the same material helps to introduce some variation without breaking up the model too much.Also as a personal preference I don't like the general wash of noise on the texture. If you want to keep it noisy whie still being paint I suggest taking the noisy detail out of the normal map, or at least blurring that layer a little. Right now the paint looks like someone painted straight over rust, as it is rough and bumpy. Usually with painted freshly manufactured metal there will be a lot of detail in the dif and spec but the nor would be relatively clear.It's a good model so far but I wouldn't call the texture finished unless you need to move onto something else. Break up the tan material more, especially the guns and the barrel - they are only two materials right now. Edited January 27, 2015 by Black_Stormy Quote
kanine01 Posted February 18, 2015 Report Posted February 18, 2015 ~3 hour speed model leplubodeslapin 1 Quote
leplubodeslapin Posted February 18, 2015 Report Posted February 18, 2015 ~3 hour speed model If you want my opinion, i think it's a bit too smooth, you'd gain to make your edges harder (but still keep them slightly rounded off, it does matter, in order to keep these fine white lines due to the reflection of light). (Maybe you have a reference that shows something exactly like you did, but it's just from my point of view of mechanical designer) Other than that, it works very well, good job Quote
Fuzyhead Posted February 18, 2015 Report Posted February 18, 2015 If you want my opinion, i think it's a bit too smooth, you'd gain to make your edges harder (but still keep them slightly rounded off, it does matter, in order to keep these fine white lines due to the reflection of light). As far as I know it should actually be the other way around - you should do your edges smoother than the actual reference to achieve a better effect (especially from distance - for example). About the model itself - looking good in general, but as I said before I would recommend you to create some more complex model so you gain more experience then creating smaller assets over and over again without actually challenging yourself. leplubodeslapin, knj, kikette and 1 other 4 Quote
Sigma Posted February 18, 2015 Report Posted February 18, 2015 Could I convince you to send that wrench over to me? I have a great reference for doing some materials on it (an old one of that type) that I would love to use for practice. As for the model, I think doing the small things is perfectly fine as it refines your speed. Complex assets are really just many smaller assets put together anyways. Quote
leplubodeslapin Posted February 18, 2015 Report Posted February 18, 2015 If you want my opinion, i think it's a bit too smooth, you'd gain to make your edges harder (but still keep them slightly rounded off, it does matter, in order to keep these fine white lines due to the reflection of light). As far as I know it should actually be the other way around - you should do your edges smoother than the actual reference to achieve a better effect (especially from distance - for example). About the model itself - looking good in general, but as I said before I would recommend you to create some more complex model so you gain more experience then creating smaller assets over and over again without actually challenging yourself. Humm ok i see what you mean, so for video games i guess it helps, cause your point of view can't go really close to these objects. I'd just like to specify that this is a "video game way of thinking", and i don't think it's the best way of doing things for the future (when higher resolutions will be more common, this will be very noticable and feel weird on many objects). I just feel like "ok, it's very nice to have this kind of ideas and it's great that the creator took the time to add these details, but it looks exagerated", I prefer details when they are more subtle. I hope not to bother to take an example from your portfolio (that is splendid by the way, sincerely) For me it's too much, but it might be due to the very short-range screenshot. But i still like it a lot, but when i see it, i immediately know that it's for a videogame, because of this aesthetic choice. Fuzyhead 1 Quote
Steppenwolf Posted February 19, 2015 Report Posted February 19, 2015 We don't live in the future yet. For current gen weapons and objects with baked normals it's best to exaggerate edges so you get info on your normal map in the first place (instead of just a hard edge) and the other reason that the edges maintain a highlight on lower mip levels (instead of getting lost in sub pixels). leplubodeslapin and Sigma 2 Quote
skusmet Posted February 25, 2015 Report Posted February 25, 2015 A very rough screenshot of a very rough model, it will eventually be a wheeled pallet to move gas tanks around. Might just re-do the tank altogether though. Quote
Seldoon182 Posted February 27, 2015 Report Posted February 27, 2015 At my time. Models were textured and implanted IG. Quote
PogoP Posted March 2, 2015 Report Posted March 2, 2015 Working on a vehicle in my spare time. This is a space plane I kinda mashed together from various concepts, real space planes, and a few ideas I had floating around in my head. Never done a vehicle before, this is really good fun and it's a real challenge having to think about how everything fits together! This is just the high poly so far. It was only meant to be a small Substance Designer test but now that I'm using SD more at work, I just thought I'd go into more detail on this Thinking further ahead, I may create an entire environment for this to sit in. I've been playing a lot of Space Engine, and I really need to practice my organic modelling/texturing more, so I may put this on a runway on some terraformed planet somewhere with a cool little sci-fi vista in the background! Should be good fun. Seldoon182, FMPONE, El_Exodus and 16 others 19 Quote
esspho Posted March 2, 2015 Report Posted March 2, 2015 Working on a vehicle in my spare time. This is a space plane I kinda mashed together from various concepts, real space planes, and a few ideas I had floating around in my head. Never done a vehicle before, this is really good fun and it's a real challenge having to think about how everything fits together! This is just the high poly so far. It was only meant to be a small Substance Designer test but now that I'm using SD more at work, I just thought I'd go into more detail on this Thinking further ahead, I may create an entire environment for this to sit in. I've been playing a lot of Space Engine, and I really need to practice my organic modelling/texturing more, so I may put this on a runway on some terraformed planet somewhere with a cool little sci-fi vista in the background! Should be good fun. Sounds awesome. Can't wait to see. Quote
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