View Full Version : Science Fiction Deco
Rhoutermans
01-28-2012, 03:36 PM
Hi all, been working on highpoly, baking and texturing and wish to polish these skills. For now I'll be working on sci fi props, which I will use in a scene later on. Found some nice refs from killzone, war for cybertron..going for a mix between those two, to show I can also pull of a sci fi style on my portfolio.
Looking for feedback on anything really, texturing, modelling etc, I'll be adding more as time goes on.
The first one is a part of a wall panel, planning to make more of these so I can attach them to the wall pieces I'm also planning to make.
http://img694.imageshack.us/img694/115/paneld.jpg
Oranghe
01-28-2012, 03:55 PM
Please post flats and wire frames for better critique :D
I'm not sure why there are black outlines around some of your model?
I can see your material is metal and I'm not always the best at texturing this but i try to use specular to help push materials like that.
I am also a little confused by some of your weathering with the white splats? could add some dirt or scratches.
If you have any concepts or anymore work please post :D be interested to see where this builds to so keep at it!
Rhoutermans
01-28-2012, 04:37 PM
yes ofcourse :) still working on the diffuse, will define the metal more, not that great at texturing myself so I'll check out refs for that. Cheers for the feedback!
Low poly and high poly and the flats ;
http://img689.imageshack.us/img689/152/panel3vk.jpg
http://img824.imageshack.us/img824/8535/panel2c.jpg
Rhoutermans
01-29-2012, 04:30 PM
Hi all, worked on a couple of shapes for the shape of the hallway:
http://img17.imageshack.us/img17/7484/shapesm.jpg
The idea is to make different panel attachment modules that I can use to break up the walls. Personally I'm thinking of something like #2 en #6 , tho most of the shapes are pretty close anyway, just the silhouette, the panels and other attachments like pillars etc should break it up too :)
BreaK-
01-29-2012, 05:01 PM
Hey man, good start. Something I've noticed though.
Your high poly looks low poly in some areas, or like its not SUB-D. For example, shouldn't the main circular shape be circular? I can see 18 or 20 sides in the "circle" shape.
Also, I think your edges could be a little thicker on the HP. You can't really see the baked edges on the LP because you got them that tight on the HP.
Also you should really add a gloss map. This is a good little tutorial.
http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html
Keep going man.
sakechi
01-29-2012, 08:12 PM
hi!!! look nice keep going.
you have artifact in your normal that is what is making the outline in your asset. try making your low poly smaller and rebake. check this tutorial out.
http://wiki.polycount.com/3DTutorials/Modeling%20High-Low%20Poly%20Models%20for%20Next%20Gen%20Games?hig hlight=%28%5CbCategoryCharacterTexturing%5Cb%29
Gannon
01-30-2012, 02:49 PM
Try out some less symmetrical silhouettes!
Rhoutermans
01-30-2012, 03:46 PM
Thanks for the feedback, those tuts were very handy :) Used them to update the current panel attachment and make the wall itself. Full of idea's now...More tomorrow :) Using 512 textures btw; http://img853.imageshack.us/img853/2794/panelm.jpg
Rhoutermans
02-05-2012, 04:05 PM
Right, redid a couple of the bakes, and textures. Want to get the style down before I start blocking out the rest :)
http://img69.imageshack.us/img69/1313/wallfle.jpg
Gonna do some more of these, thinking up parts I can attach / connect to the panels;
http://img215.imageshack.us/img215/658/wall2dm.jpg
Any feedback appreciated :)
rockstar6
02-05-2012, 04:47 PM
Try out some less symmetrical silhouettes!
Indeed, looks a bit repetitive imo. Looking forward to see you dress up the scene
Alberto Rdrgz
02-05-2012, 06:30 PM
there's not much deco to it right now, i would add deco (decorations) to help out the silhouette?
Tigerfeet
02-05-2012, 10:52 PM
I think you're putting the cart before the horse. Go back to your hallway designs and mock those out so you can actually get inside them (like in an engine) to see first-hand what the shapes look like from the inside. Then once you have the bare bones laid out you can start thinking of decorations to break up the monotony :)
Rhoutermans
02-11-2012, 05:41 PM
Thanks for the replies :) I agree Tigerfeet, I was working ahead too much.
I'm not even gonna bother with leveldesign just yet; gonna design the modular pieces I want to use first. If I want to build a hallway from these I will, if I want something more than just that I still have the option to;
http://img826.imageshack.us/img826/9797/concept2b.jpg
Currently I'm thinking of creating a scene with open and closed off space, I'll create simple lowpoly versions of the stuff above and see what I can build with them. After that I'll have a closer look at leveldesign and what I actually want to create. Either way, I want these pieces to be flexible enough to create fast but good looking out and indoor stuff. Using different texture squares for breaking it all up (like the left above wall pieces). More tomorrow!
Rhoutermans
02-12-2012, 03:57 PM
quick update, wish I had more time tonight..where do the hours go?!
Planning to work out the remaining wall pieces this week, and probably the door as well
http://img535.imageshack.us/img535/2410/updateim.jpg
Rhoutermans
02-18-2012, 03:05 PM
This project is a learning experience for me so please don't hesitate to give some feedback :)
Highpoly;
http://img7.imageshack.us/img7/9497/updateena.jpg
diffuse and AO.
http://img195.imageshack.us/img195/4761/updatepi.jpg
I think I'm gonna use some really low poly cylinders for the bolts, not turning out that great with the normal map ;
http://img205.imageshack.us/img205/4262/updateh.jpg
Rhoutermans
02-20-2012, 05:07 AM
Updated the model bolts during lunchbreak :)
http://img708.imageshack.us/img708/7547/updatel.jpg
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