well I might put in udk later on but first i want to have a good result in marmoset.
I found a concept of a prop that was looking interesting.
My progress so far. I am not 100 % copying the concept.
(could not find the artist name of the concept sorry)
Redid textures and now i'm kinda happy with the result let me know what you guys think....cheers
@xenop - Great concept Almost looks a bit like the little containment chamber used in the newer releases of udk. (Probably not though) Progress looks good man. Can't wait to see an update.
@Didjitalus - Great work on the new textures. They feel more vibrant but not blown out. In the future I would recommend giving the damaged areas a bit more character and sharper form. Keep us updated if you choose to use udk
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thx ceribral. I will certainly put it in udk after i've gotten used working with it. Now here's my final i've added some bricks to the side to make it more "realistic". I hope this is good enough for my portfolio
Gotta call it done for now. I'll come back to it in the future to fix up some little things.
That's the old Splash Damage art test
Great job, man! Got any higher res. screenies? You may want to tone down the spec a little on some places. Can we see some flats?
Very nice work, mate! Can we see some flats?
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thx metalliandy, unfortunately the only higher res i have is a tga file. Here are the texture sheets you requested. Hmm i think i'm gonna re-unwrap the pillar again
so i've remade the uv's and here it is, also toned the spec down
I finished the ZBrush 3.5 Intro tutorial. This was my result. My biggest issue was that I didn't use the perspective at all until the very end. I like his proportions better in the ortho view. Here is the best perspective BPR. Crits and Comments welcomed.
High Poly Vehicle Challenge - Street Sweeper
hey guys, for my next project i've decided to make an old/dirty remote controller. i've finished the high poly and baked down the detail the the low and here's the result. Still need to fix up some artifacts on some places. The low has 250 tris or so.
fixed the artifacts and started texturing, as always any comments is most appreciated.
Can you post the wires please? 250 tris seems like an awful lots for something like this. You could prob get this down to 50 tris, but with out seeing the wires, its hard to guess where the geo has gone.
hi metalliandy, glad you like it here are the wires. I thought 250 was ok...guess not
250 tris isn't bad if you use the geo. well and increase the silhouette
The first thing i would do is remove the edge loop that runs in the center of the beveled edge, plus you have some ngons in the mesh, which are not ideal really.
If you want to attach the LP obj (and un-turbo smoothed HP, if you have one), I would be happy to do a fast retopo, UV and bake pass and show you how I would model the piece.
If you dont want to upload publicly, you can send me the links to the meshes via PM (only obj, as i dont use max )
If you dont want to send me the files, thats cool too
OH YEA that would be awesome, never did any retopo before so i would love to see how you would do it. i'll send you the files asap.
I got the LP mesh down to 104 triangles
I didn't bother using a bevel as it wasn't really needed and just used the normal hard edges+UV splits
I tried to concentrate the geometry on the curved areas, so that the silhouette was retained, which always leads to better bakes
It would have possible to get the tri. count down a little more, but i want to keep a clean quad mesh and for the extra geo used, it really doesn't warrant the time spent vs the performance gains (which would be very little)
thx again mate, for the retopo did you started from a new box/plane or with the unsmoothed mesh? i also like the presentation
I just started with a basic cube, which was scaled and then had half a cylinder added at the bottom. Everything else was just adding loops and pushing verts
added/removed/improved some details, tried out a presentation i'm gonna call it a day
final I think
any crits are more then welcome
I think it has a little too much damage though...Any remote that has been through this sort of punishment would surely be destroyed
Can you post the textures?
hihi, wait till you see my remote controller then ,it's almost the same damage and it still works , here they are the flats
Textures look pretty nice
Good work on the normal map, btw. Looks very clean
Don't be afraid to use a ton of Bleed/Padding on the textures though...You can never have too much and for something like a 2k map, ideally, you would want something around 16 px of bleed.
Figured i would post something simple that i worked on for a few hrs over the last few days.
The total LP tri count is 2180.
Images in order are HP, LP shaded and wires, Test bake. (The smoothing groups on the legs are for display purposes only and are not in the baked mesh)
@ metalliandy cool stuff, can't wait to see it textured. You're going for a table only or are you gonna add some things like candles or a table cloth?
Here's are wips of a beer keg i'm working on atm. 300 tris with normals
started texturing, i'm going for handpainted textures.
another update......I think the wood itself is coming along nicely but i'm having a hard time getting cracks in the wood, any help would be welcome..
Looks pretty nice
You should thing about toning that spec down on the wood and increasing it on the metal.
Can you post some wires?
indeed, it was also a bit dark, next step i'm gonna improve the metal.
hey hey, here's another update almost done now I think. here's a presentation
You might want to add a gloss map to your wood as its looks a little plasticy
Keep it up!
Helloooo, first post here.
Fantastic work Alex! Can we see some wires please?
Sure! Although I still have a lot to learn.
Looks good. The only crit I have is that there seems to be quite a few tris, which you want to avoid if possible
Another BL2 weapon Did this over the past few days, all in Zbrush 4R2. About 30 Million polies and 60 subtools. Estimated 10-15 hours of work.
hey, been a while i had a exam of 3dsmax where i had to model an old fotocamera, it's kind of a mid poly blockout. Hope i pass . Might make a high res version of it for baking.
hye guys, here"s a project i'm working on for school where we have to design a "design chair" . Feedback is most wanted cause i'm not happy with resutl and i'm kinda stuck atm. Thx
hmm no feedback on my chair well it doens't matter not stuck anymore found how to make it more interesting. Here's a bonsai tree i've sculpted yesterday. Although there is room for a lot of improvement i'm quite happy with it for a first time. I like how the material makes it kinda look creepy
It might be the material you are using, but some of the parts at the bottom look a little bloated. Can we see it with another matcap?
hey metalliandy, thx for the comment and here 's one with a grey material. Would you happen to know how to export the model with a texture to max. Cause goz doens't work with max 2012 and same goes for gomax.
Is the Tree going to walk? I would try and make the base a little bit bigger? Just asking
Got my Eat3d '3ds Max 101' DVD about a week ago and I worked at it for two days solid, so I'm finally making the move from Maya to Max. Here's my very first Max game asset, a very dull dumpster. You've got to start somewhere I suppose! Great DVD btw guys, there wasn't really enough about UVs for my liking but I found some resources online to fill in those gaps.
hey guys, here is something i'm working on. It's supposed to be some sort of abandoned mine cave.
Can't wait to see more!
hey hey, just finished my task where i had to make a 3d logo, i was inspired by the eat3d logo. I'm actually quite satisfied with it.