I decide make this thread and share with you my work. Every tip and feedback i appreciate.
Here is my model of Walther P99.
Low poly - 2100 tris. Thans for you feedback.
Looks pretty cool bud
There is a lot of artifacts though within the wireframe view that shows the topology. It looks like several boolean operations were never cleaned up. (I personally try and stay away from that tool if possible. Seems to cause more issues that it solves) Also there are some tri's, which I guess the topology isn't as important because you are baking down, but it is still good practice to keep all quads and nicely flowing topology.
The normals look really good though. The only other issue I can really see is the textured side view. The damage is caked on in what feels to be an unrealistic manor. The edges will have damage, but I think that may be a bit too thick.
Perhaps making the damage a bit more "Edge oriented" and a bit more broken up would help it to push a more realistic feel.
Great stuff though and keep up the hard work!
My next project... human combat armor, here is helmet(without detailing) complet make in Zbrush. Thank for your feedback
Oh wow, I like it a lot! I usually don't like helmets, but this is really cool! Keep us posted on the progress!
Btw, you're Audi model came out great. Good job.
I little bit work on that Walther P99 model.
And next low poly model, next gun - this time gatling.
Very nice work
Im especially loving the Walther P99 model and textures!
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So I just finish Audi Q7 model, it is only out side, I make it for reference bake to low poly model.
So Audi Q7 is finish, it is no perfect, but I am in little bit time delay, it is model for school project, so here is it. It is low poly model, around 31k tris.
About car glass, pictures are made in Marmoset Toolbag from 8Monkey and I don't know how make glass material, but It is model for UDK. I make material there and send pictures.
Thanks your feedback...
For glass in Marmoset you want to use the ComplexRefraction shader model for the transparent object.
The shader is designed especially for transparent objects and works the same as the Phong shader except that the Gloss map, that is usually stored in the alpha channel of the Specular map, has been replaced by a transparency map with black being fully refractive and white being fully opaque.
Hope that helps
metalliandy : thanks...
So next model, today it is character... like always it is high poly model, tomorrow I make low poly model and bake normal and diff maps, I'm planing rigg that character a put it to UDK. Thanks for your feedback
Here is my next personal project...
Here is two busts what I make today and yesterday. Complet make it in Zbrush with Dynamesh. Thank for your feedback.
Synthetic Alien. Your feedback and critique are welcome.
wow ,super cool .the design is very awesome .i like it very much .keep on doing ...
Happy life can't apply colors to a drawing of the render farm ！
Happyfish: Thank you
Here is complet high poly model. After my vacation I will start make low poly model
your high poly model is so perfect , so i believe your must be able to do best about low poly model. Come on !!!hope can see you after completion of the works.
great job, nice
So I decide little update high poly model
Here are some WIP personal works, what I do during free time.
C&C are welcome
1.(pictures) Lots of staff I have to tweak, gear is not done yet. Concept art from Kuru
2. Some kind of berserk warrior, he will have more gear on him and some axe or hammer.
3. Zombie, pants will be different, several wounds I have to remake, for example that wound on chest.