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dang87
04-20-2010, 09:59 AM
http://boards.polycount.net/%3Ca%20href=%22http://s4.photobucket.com/albums/y134/DG_87/?action=view&current=marm_POST.jpg%22%20target=%22_blank%22%3E% 3Cimg%20src=%22http://i4.photobucket.com/albums/y134/DG_87/marm_POST.jpg%22%20border=%220%22%20alt=%22Marmose t%20Barrel%22%3E%3C/a%3EI am currently an art student at the Art Institute of Dallas working on a Bachelor's of Fine Arts in Media Arts and Animation. I'm going for the modeling track they offer here and wanting get into the game or movie industry. I'm also interested in previsual concept art and try studying it on the side when I can.

Here is a barrel I did last quarter for class. I'll try to post more things that I have worked on last quarter and throughout this quarter.
http://i4.photobucket.com/albums/y134/DG_87/marm_POST.jpg


Here is my final for previsualzaton class I did last quarter. It is still a WIP.

http://i4.photobucket.com/albums/y134/DG_87/radon_FINALcopy02.jpg

My current model for class. Textures and maps to be up soon. :)

http://i4.photobucket.com/albums/y134/DG_87/wringer_beauty_SHEET.jpg

raul
04-21-2010, 09:18 AM
Cool stuff man! I really like your previz stuff. of course, everything still could use a little bit more love. Your modeling is very solid too.


Looking forward for more!

dang87
04-26-2010, 12:51 PM
Here is the Lo Poly of the Antique Clothes Wringer. http://i4.photobucket.com/albums/y134/DG_87/wringer_beauty_SHEET_LO_POLY.jpg

Snader
04-26-2010, 03:51 PM
For me, the handle is ruining it. For several reasons:
-the handle as you HPmodeled it is flimsy and would bend way too easily, look at the reference and you'll see that its a lot thicker, and in another direction.
-you have some loops in there that do virtually nothing for the shape.
-it has a really bad silhouette:
http://dl.dropbox.com/u/448525/keep/ewwwwangular.jpg

Luckily it's just one part that could be redone in relatively little time.


The smooth curvy wooden plates could stand a few extra loops too. If you want to save/free up some polies to smooth out the silhouette, I'd recommend normal mapping the ornate.. screw holder thingies all the way at the bottom. Not the pat that looks like a key, but between the key and the wood.

Prophecies
04-26-2010, 04:19 PM
I agree. You don't even need to re-unwrap or re-texture the handle if you add a few more loops there. It should deform properly. Round that bugger out!

*Edit* It seems you have loops there already. Why aren't they used to round that handle out? Those are wasted polies.

raul
04-26-2010, 09:19 PM
The reason he is doing that handle like that is because, he is fixing to cast it on top of the planes and mask it out with alphas.

dang87
04-27-2010, 11:07 AM
Thanks for the feedback. I did have it with more bents to curve it out better but must of not saved it. Gotta pay more attention to details if I wanna be a modeler. :)

dang87
04-27-2010, 11:11 AM
Here are the maps. Had a lot of trouble trying to cast them right and not sure why. Tried cage, tried offset, material IDs made it worse and messed with the cage verts to shape it.
http://i4.photobucket.com/albums/y134/DG_87/wringer_MAPS.jpg


And the Marmoset shot.
http://i4.photobucket.com/albums/y134/DG_87/wringer_beauty_SHEET_MARMO.jpg

raul
04-27-2010, 11:34 AM
What Snader pointed out about the low silhoutte value of the handle....you problably want to use a plane and alpha for that. i figured that's what you were doing earlier. But either u forgot to mask it, or perhaps you werent doing that at all.

the bake doesnt look that bad, what were you having issues with?

Snader
04-27-2010, 01:17 PM
What snader means is that the current crank looks nothing like the reference, it's got a different strip orientation, it's flimsy thin, and it's got no decoration. Don't use an alpha plane for the crank. If anything should get alphaplaned, it'd be the heart/doorkey shaped screws on the top, and at the bottom.

http://dl.dropbox.com/u/448525/keep/crank.png
You're already using first person weaponry amounts of polies, so the extra 124 wouldn't bother too much. What this does is give you the bulk that's seen in wrought iron stuff, making it look sturdy. The inset should be normalmapped, obviously...

To fix the bake, try to manually retriangulate, and get rid of as many long triangles as possible. Also, don't use concave polygons, it's what causes the weirdness at the second-to-top wooden part.

nimlot26
04-27-2010, 01:46 PM
U've got a lot of problems with your normal map...and that because u didn't used smoothing groups(hard edges in maya....really dunno what software u use). Here is an example how the normals should look like.http://img163.imageshack.us/img163/7048/examples.jpg

dang87
04-27-2010, 02:56 PM
Thank you Snader and nimlot26 for the visual examples! They will be very useful on my road to become better. I appreciate the feedback. :)

dang87
05-03-2010, 12:27 PM
Here is the current model for class that will be fully textured and game ready. http://i4.photobucket.com/albums/y134/DG_87/wheelchair_HI-POLY-SHEET.jpg

dang87
05-11-2010, 11:39 AM
Here is the lo poly of the wheelchair.

http://i4.photobucket.com/albums/y134/DG_87/wheelchair_LO-POLY-SHEET.jpg

And the Lo Poly Textured.

http://i4.photobucket.com/albums/y134/DG_87/wheelchair_MARMO-SHEET.jpg

Snader
05-11-2010, 12:09 PM
Methinks you need to desaturate a bit. Mostly the wood. And have you noticed the pattern isn't nicely centered? Sloppy sloppy.

dur23
05-11-2010, 02:00 PM
Your normals always seem to be effed up. You should fix that, cause it's absolutely killing your work.

EarthQuake
05-11-2010, 06:15 PM
U've got a lot of problems with your normal map...and that because u didn't used smoothing groups(hard edges in maya....really dunno what software u use). Here is an example how the normals should look like.http://img163.imageshack.us/img163/7048/examples.jpg

Both of these are bad! Terrible artifacts on every hard edge because the uvs arent split at hard edges.

JasonLavoie
05-11-2010, 08:45 PM
Both of these are bad! Terrible artifacts on every hard edge because the uvs arent split at hard edges.

:P I think its still nice he's giving an example (it does illustrate his point). Maybe add on to it EQ? I'm sure you have a good example of how to setup both smoothing groups + uv setup so that you'll get some good results from the bake.

dang87
05-12-2010, 09:16 AM
Thank you all for the feedback. The wheelchair didn't come out as well as I wanted it to. I saw mistakes there at the end I didn't get time to fix. Just gotta keep on going and get better as I continue to learn. :)

dur23
05-12-2010, 10:26 AM
What do you mean you don't have time to fix them? If you post those to your site like they currently are, most next gen leads will realize that you don't know how to work with normal maps.

dang87
05-12-2010, 10:34 AM
What do you mean you don't have time to fix them? If you post those to your site like they currently are, most next gen leads will realize that you don't know how to work with normal maps.

These are for a class I'm currently taking. We have 2 weeks to complete this from start to finish and then move on to the next prop. Honestly, I'm not planning to use any of these for portfolio pieces and if I did, I'd go back and rebuild them from scratch. This is all practice, I'm still very new to the whole modeling thing.

dang87
05-18-2010, 09:23 AM
Here is my 3rd and current prop for class.

http://i4.photobucket.com/albums/y134/DG_87/wine-opener_HI-POLY-SHEET-3.jpg

EarthQuake
05-18-2010, 09:30 AM
:P I think its still nice he's giving an example (it does illustrate his point). Maybe add on to it EQ? I'm sure you have a good example of how to setup both smoothing groups + uv setup so that you'll get some good results from the bake.

I feel i've written on this topic so many times that even i dont understand it anymore. There are quite a few threads around... Basically you only ever want hard edges where your uv islands are, anything else is going to cause artifacts. So if you plan on using a lot of hard edges, you need to plan on spiting up your uvs accordingly.

dang87
05-31-2010, 08:35 AM
Here is my final model for class. There are still a few things here and there to be fixed that I will continue to work on.

http://i4.photobucket.com/albums/y134/DG_87/tub_HI-POLY-SHEET.jpg

raul
05-31-2010, 11:23 PM
nice model!

dang87
06-01-2010, 08:56 AM
Thanks, Raul! :) It came out pretty well, if I do say so myself. I'm learning! YAY! :D

dang87
06-18-2010, 03:21 PM
Well, we redid our sheets for class and worked on the models if possible. Here are the first set. Still got lots of practice ahead in order to get better. I see that I'm improving just gotta keep at it as my mind hungers for more. :D

http://i4.photobucket.com/albums/y134/DG_87/wringer_wk11-HI-SHEET_RE.jpg



http://i4.photobucket.com/albums/y134/DG_87/wringer_wk11-LO-SHEET_RE.jpg



http://i4.photobucket.com/albums/y134/DG_87/wringer_wk11-TEXTURE-SHEET_RE2.jpg

dang87
06-18-2010, 03:24 PM
Here was the second prop I did for class.

http://i4.photobucket.com/albums/y134/DG_87/wk11-wheelchair_HI-POLY-SHEET2.jpg




http://i4.photobucket.com/albums/y134/DG_87/wk11-wheelchair_LO-POLY-SHEET.jpg


http://i4.photobucket.com/albums/y134/DG_87/wk11-wheelchair_TEXTURED-POLY-SHEET.jpg

dang87
06-18-2010, 03:27 PM
My third prop, possible the best so far for my skill set.


http://i4.photobucket.com/albums/y134/DG_87/wk11-wine-opener_HI-POLY-SHEET.jpg


http://i4.photobucket.com/albums/y134/DG_87/wk11-wine-opener_LO-POLY-SHEET.jpg



http://i4.photobucket.com/albums/y134/DG_87/wk11-wine-opener_TEXTURED-SHEET.jpg

dang87
06-18-2010, 03:28 PM
Final prop for class this quarter. Should of modeled a rubber duckie with it! :D

http://i4.photobucket.com/albums/y134/DG_87/WK11-tub_HI-POLY-SHEET.jpg




http://i4.photobucket.com/albums/y134/DG_87/WK11-tub_LO-POLY-SHEET.jpg


http://i4.photobucket.com/albums/y134/DG_87/WK11-tub_TEXTURED-SHEET.jpg

MightyPea
06-18-2010, 03:50 PM
Dang87, how did you bake and render these images? The textured lowpoly looks very badly smoothed. There could be a number of reasons for this, so if you tell us more about how you made this we might be able to help you fix this.

dang87
06-18-2010, 04:01 PM
Dang87, how did you bake and render these images? The textured lowpoly looks very badly smoothed. There could be a number of reasons for this, so if you tell us more about how you made this we might be able to help you fix this.


For the 3/4 view I rendered a clay render and an AO render and combined them via Photoshop. For the others I was using XoluilShader or 3 Point Shader to grab viewport screens.

dang87
06-18-2010, 04:06 PM
Here are the maps for the models.


http://i4.photobucket.com/albums/y134/DG_87/wringer_wk11-MAPS_RE.jpg

http://i4.photobucket.com/albums/y134/DG_87/wheelchair_wk11-MAPS_RE.jpg


http://i4.photobucket.com/albums/y134/DG_87/wine-opener_wk11-MAPS_RE.jpg


http://i4.photobucket.com/albums/y134/DG_87/tub_wk11-MAPS_RE.jpg

dang87
11-10-2010, 04:34 PM
A model I've been working on recently. Playing around with the presentation layout sheet. I see a few things that need to be fixed. Suggestions and feedback are welcome.


http://i4.photobucket.com/albums/y134/DG_87/hipolysheetsetup01.jpg

jimmypopali
11-10-2010, 05:19 PM
In terms of the smoothness of the low poly's - I think it's coming back on the normal map, it actually quite obvious that smooth parts are looking kind of choppy.

The main bath tub body looks a little noisy and looks like it has some hard edges.

The cylinder, where it bevels to the thinner part there is some noise in that transition, you can only really notice it in the side view, so it isn't so bad.

I'm assuming the large brown circle on the wheelchair map is for the wheels? It looks like as the wheel goes around, it jumps a bit and has some edges on the normal map. I'm not too sure but I think that could be a cage issue.

jeremiah_bigley
11-10-2010, 09:23 PM
Motorcycle seems to be looking good... Would be nice to post something bigger than 800 x 560. I can't really see your details.
I like the way you presented it! Good job on that but I think the border you have going around it way too thick.

dang87
11-10-2010, 09:45 PM
Thanks you two. I'll work on that.

fabio brasilien
11-11-2010, 05:49 AM
Nice work!

dang87
11-12-2010, 05:18 PM
Thanks, still got a few things to work on.

dang87
01-29-2011, 05:57 PM
Been a while since I posted. Here is a recent screen cap using 3Point shader Lite with the diffuse and the beginnings of the specular.

dang87
03-23-2011, 03:43 PM
Here's what Ive been working on recently.

https://lh4.googleusercontent.com/-VieLaCgvj5c/TXFpqN5GFOI/AAAAAAAAAKw/1X8DA6ZQiIU/s1600/WK+8__hi+poly+sheet+setup+01.jpg

dang87
03-23-2011, 03:43 PM
The low poly.https://lh4.googleusercontent.com/-RvH7EpT2cAQ/TXFqODvCJhI/AAAAAAAAAK4/kKlHK56B8Aw/s1600/WK+8__lo+poly+sheet+setup+01.jpg

dang87
03-23-2011, 03:44 PM
Textured bike. https://lh4.googleusercontent.com/-wleRe666zyU/TXe-Iq8erDI/AAAAAAAAALE/3cwzyKUL90g/s1600/WK+8__textured+poly+sheet+setup+01.jpg

dang87
03-23-2011, 03:44 PM
And of course the maps. https://lh6.googleusercontent.com/-51DiWN8QkMw/TXfFYsc8X8I/AAAAAAAAALM/GOdZiM1itv4/s1600/WK+8__map+sheet+setup+01.jpg

Rurouni Strife
03-24-2011, 01:43 PM
Good, steady improvement. Love the Motorbike, it's your best work so far. My only critique is to try and find ways to lay out your UV's better, in order to maxamize UV space. More so on your older works than the bike.

dang87
03-24-2011, 09:51 PM
Thanks Rurouni Strife, I might rework some of those one day. We'll see how that goes.

DDuckworth
03-24-2011, 11:04 PM
I feel i've written on this topic so many times that even i dont understand it anymore. There are quite a few threads around... Basically you only ever want hard edges where your uv islands are, anything else is going to cause artifacts. So if you plan on using a lot of hard edges, you need to plan on spiting up your uvs accordingly.

Listen to EQ he is SOOOOO RIGHT, this piece of advice let me COMPLETELY fix all errors on my glock18 and he has caused me to get into subd modeling in maya which is great fun and it feels very cool to be able to accomplish, in practice though what i've found easiest (for me) is to unwrap like usual and then once finishing a logical unwrap then just split the hard edges in the UV's and move them apart enough pixels to give you the space it needs for a proper bake with bleeds for mip mapping. I can illustrate if needed.

dang87
03-25-2011, 08:59 AM
One of my fellow classmates pointed this out by the time I was texturing. That's something I'll keep in mind the next time around on a model.

dang87
04-29-2011, 07:39 PM
A concept from Paul Richards that I've been working on. Critiques are welcomed. :D


http://i4.photobucket.com/albums/y134/DG_87/quake4_door4.jpg


http://i4.photobucket.com/albums/y134/DG_87/wk4__render.jpg

Ride
04-29-2011, 08:03 PM
Not much critique to be said about the last piece really, other than the lack of small detailt, but i imagine you'll add those later :nerd:

dang87
06-22-2011, 10:29 AM
Where I am at with the textures at this moment. Still needs some weathering/rust and dirt.

http://i4.photobucket.com/albums/y134/DG_87/fb_postcopy002.jpg (http://www.polycount.com/forum/%3Ca%20href=)

dang87
06-22-2011, 03:55 PM
Another update on the textures.
http://i4.photobucket.com/albums/y134/DG_87/wk12_textured005.jpg (http://www.polycount.com/forum/%3Ca%20href=)">

dang87
05-08-2012, 06:58 AM
Been too long since I posted in here...
Well, I'm reviving this thread and hopefully updating it with newer and more work.
Anyhow, here is my current WIP of a Tuk Tuk. Any comments and critiques are welcomed. :)

http://www.deviantart.com/download/300750165/tuk_tuk_wip_1_by_dg87-d4z24b9.jpg

dang87
06-12-2012, 11:50 AM
Current WIP of the textures. Some issues needed to be fixed in the other maps.

http://www.deviantart.com/download/307961973/wip_tuktuk_textures_by_dg87-d53coz9.jpg

Alex Pointer
06-12-2012, 12:20 PM
I think the tires need some work but I am assuming that you are not finished with the sides-the tread is looking good.