View Full Version : Film Camera
11-13-2010, 01:55 AM
This is my latest asset created in 3ds, I'm completely new to the program and taking a class on modeling for about 10 weeks now, anyways, here's my prop (hi poly):
11-13-2010, 05:23 AM
Hey that's a very nice clean high poly for someone who had been doing it for 10 weeks :)
can we see some reference? It's just if its a high poly im sure you can add more details to it and really push it :)
and will you be making a low poly?
But yeah looks good so far man :)
11-13-2010, 11:00 AM
Here's my reference:
And yes i will be making a low poly version and baking everything and texturing and all that good stuff. I'll be posting my progress, thanks!
11-13-2010, 01:55 PM
Not too shabby.
There are some tiny differences here and there between what you have and the reference. Your bolts aren't placed in the same spots on the camera itself, and it looks like you just have spherical shapes. Maybe add the screw head inset on those. The square holes on the rear of the camera are a little bigger in your WIP than the reference. What are you doing with these for the low poly? The reference has it see through..are you planning on doing that as well? If so, you need to add something to the inside of the camera, because seeing through the geometry to the cylinder on the back isn't so pretty.
11-20-2010, 03:24 AM
Here's some screens of my progress, some UDK shots. I really want to texture this thing a bit better so it has some personality. Also I want to figure out what the hell happened to the reels, the cage kinda screwed things up i think
11-20-2010, 04:38 AM
Are you the Jabo0odyDubs from YouTube?
At the moment your texture is reading more like stone than metal, especially on the film reels. Also, your film reels are really low polygon and noticeably blocky. It wouldn't hurt to use a few more segments in your cylinders.
11-30-2010, 12:28 AM
Here's an update!
And yes, I am the youtuber haha, need to make a new video soon!
Lit in UDK, added more cylinder sides, glass lens and metal trim
11-30-2010, 12:35 AM
Did you change the lighting quality in your floor/wall prop to at least 128? Right now the cast shadow look kinda fuzzy.
11-30-2010, 12:38 AM
The texture still has too much high frequency noise which is making it feel rough like stone. Maybe try a despeckle filter or something on your texture overlays. Also, the white edges on your corners (scratches I guess) look really game-arty and pretty fake. Are you using a specular map?
PS I love your videos
11-30-2010, 03:46 AM
Looks good mate, I personally think you need more space inbetween each of the vent like gaps (yeah I have no clue what you call them), it looks like I could snap them with my finger if I pushed at that width.
On a texture side your high frequency detail is nice, but I would take the opacity down in the diffuse so you can just about see it, then work up your detail in the spec map, the spec map will make it.
TheChan made a really nice reply post about metal in this thread over at GA,
And here are some other good metal / texture resources,
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