Home 3D Art Showcase & Critiques

.-| Week 40- The Weekly Hard Surface Challenge |-.

1234579

Replies

  • SsSandu_C
    Options
    Offline / Send Message
    SsSandu_C polycounter lvl 13
  • SsSandu_C
    Options
    Offline / Send Message
    SsSandu_C polycounter lvl 13
  • pmiller001
    Options
    Offline / Send Message
    pmiller001 greentooth
    Hey all, trying to get better at hard surface, could you guys tell me whats wrong with this particular one and how to fix it? I highlighted some parts that cave me particular trouble.

    VhRq1aD.jpg

    02DqFW4.png

    nxV5Ry9.png
  • 3dReaper
    Options
    Offline / Send Message
    3dReaper polycounter lvl 4
    I made this a while back when the challenge was still current, since I finally joined I decided to post it!

    P4QnJ7M.jpg?1
  • 3dReaper
    Options
    Offline / Send Message
    3dReaper polycounter lvl 4
    pmiller001 wrote: »
    Hey all, trying to get better at hard surface, could you guys tell me whats wrong with this particular one and how to fix it? I highlighted some parts that cave me particular trouble.

    Wireframes would help!
  • commador
    Options
    Offline / Send Message
    commador polycounter lvl 14
    Shinigami, looks good! Just be aware of your proportions however. Some of the parts have much different scales than of the reference.

    SsSandu_C, nice work on your last two models. Some of the edges of the spreader look a bit tight if you were to make this a game asset though.

    Pmiller001, what does your current wireframe look like? It seems as if you need some edges to terminate the inset. Also, be aware of the bigger shapes as well. The sides of the can are wider in the middle with two smooth bends running vertically. The fill spout should also be on the angled part only, and a good deal bigger. Curve the bottoms as well, they should be quite rounded and not sharp corners.

    38 is up now, have at it!
  • pmiller001
    Options
    Offline / Send Message
    pmiller001 greentooth
    @reaper & Commodor Here's a wireframe smoothed and unsmooth of the old object.


    http://imgur.com/a/cRlFb

    OUSdble.png

    fTKBRuR.png

    gsQ1574.png

    LHaVi7v.png




    I went ahead and tried week 36 while I was waiting for a response on this one.

    Hydrauliccutter001.jpg


    Hydrauliccutter002.jpg


    Hydrauliccutter003.jpg
  • 3dReaper
    Options
    Offline / Send Message
    3dReaper polycounter lvl 4
    pmiller01

    There appears to be a few issues with your model, the gas can.
    • The "X" seems to crush the model inwards.
    • The arms of the "X" also look to be squishing inward towards the center of the object.
    • Its hard to tell but it looks like there are double faces on the front .
    • As commodore said the spout should be on the angled part on the top. The corners are far too sharp especially on the bottom of the gas can.
    • The topology looks very tight in many places.
    • Your edges also are very tight.
  • SsSandu_C
    Options
    Offline / Send Message
    SsSandu_C polycounter lvl 13
    Sry for posting this right now. I'm making some past ones before I tackle the current one.
    w11_mic_HSC_sssandu_c_HP.jpg~original
  • commador
    Options
    Offline / Send Message
    commador polycounter lvl 14
    SsSandu_C wrote: »
    Sry for posting this right now. I'm making some past ones before I tackle the current one.

    Don't be. This is for anyone who wants to get better and practice without needing to hunt around for something to make. I would love to see an influx of new people making everything we've done so far. That said, the microphone looks great.
  • 3dReaper
    Options
    Offline / Send Message
    3dReaper polycounter lvl 4
    SsSandu_C wrote: »
    Sry for posting this right now. I'm making some past ones before I tackle the current one.

    Very nice microphone, good job
  • commador
    Options
    Offline / Send Message
    commador polycounter lvl 14
  • JamesArk
    Options
    Offline / Send Message
    JamesArk polycounter lvl 10
    Been a while, and I'm pretty rusty, but here's my Week 39.

    Pliers.jpg
  • Fisty
    Options
    Offline / Send Message
    Fisty polycounter lvl 8
    JamesArk wrote: »
    Been a while, and I'm pretty rusty, but here's my Week 39.

    Pliers.jpg



    is the crosshatch pattern normal map ? and if it is how did you make it :D NDO?
  • JamesArk
    Options
    Offline / Send Message
    JamesArk polycounter lvl 10
    Fisty wrote: »
    is the crosshatch pattern normal map ? and if it is how did you make it :D NDO?

    Nah, it's all just high poly in MAX. I just made a small part of the pattern, duplicated it a bunch in a row and then Bend modifier'd it into a cylinder shape.
  • Fisty
    Options
    Offline / Send Message
    Fisty polycounter lvl 8
    can i see some wires :D
  • JamesArk
    Options
    Offline / Send Message
    JamesArk polycounter lvl 10
    Fisty wrote: »
    can i see some wires :D

    Of course :thumbup:

    Top left is the initial pattern, then the pattern + support edge-loops made into a cylinder, then the bottom right is how it looks with the seams removed to smooth it properly, and then finally with it all closed up.

    3Z3eKKJ.jpg
  • JamesMeader
    Options
    Offline / Send Message
    JamesMeader polycounter lvl 9
    did Week 19 and 20 as part of studies I've been doing.

    I'll get round to posting some wire frames soon.

    Fn88bQv.jpg?1
    FDqTdqS.jpg?1
  • commador
    Options
    Offline / Send Message
    commador polycounter lvl 14
    Looking good everyone! We are now on week 40 and there are only 12 more to go and we've completed a year of making awesome stuff. Lets keep it up!
  • monkeymintaka
    Options
    Offline / Send Message
    monkeymintaka polycounter lvl 7
    Hi Guys, I'm a bit late to the party with Week 21 here.

    I'm pretty new to 3DS MAX and Turbosmooth techniques so any critiques would be awesome. I can see, from reading through this thread, that my edges are probably too tight :) So that's something to think about in the next model.

    Oblivion_turboSmooth.jpg

    wires
    wires turbosmoothed
  • commador
    Options
    Offline / Send Message
    commador polycounter lvl 14
    Hi Guys, I'm a bit late to the party with Week 21 here.

    I'm pretty new to 3DS MAX and Turbosmooth techniques so any critiques would be awesome. I can see, from reading through this thread, that my edges are probably too tight :) So that's something to think about in the next model.

    :) Welcome! Hope you enjoy your stay and try out some of the fine wares we have to offer.

    On to the critique, it looks pretty good from what I can see. Aside from edge width, the only issue with the model is the rails on the gun inside the shell. There is an ACR under that plastic, and near the charging handle you can see in through the cutouts. Those should be flat and not curved. I also think the prongs on the flash hider should be a bit thicker towards the center of the bore; they are rather spindly now.


    I've posted 41 early this week. Get to it!
  • Jessica Dinh
  • monkeymintaka
    Options
    Offline / Send Message
    monkeymintaka polycounter lvl 7
    commador wrote: »
    :) Welcome! Hope you enjoy your stay and try out some of the fine wares we have to offer.

    On to the critique, it looks pretty good from what I can see. Aside from edge width, the only issue with the model is the rails on the gun inside the shell. There is an ACR under that plastic, and near the charging handle you can see in through the cutouts. Those should be flat and not curved. I also think the prongs on the flash hider should be a bit thicker towards the center of the bore; they are rather spindly now.

    Thanks Commador, I am aiming to continue participating in the weekly challenges. I've learnt a lot already, just by following this thread :)

    Thanks for the critique, I was finding it hard to see if that inner part was flat or not. I'm pretty noob with gun lingo but I'm guessing the flash hider is the fronty part? :)
  • commador
    Options
    Offline / Send Message
    commador polycounter lvl 14
    Thanks Commador, I am aiming to continue participating in the weekly challenges. I've learnt a lot already, just by following this thread :)

    Thanks for the critique, I was finding it hard to see if that inner part was flat or not. I'm pretty noob with gun lingo but I'm guessing the flash hider is the fronty part? :)

    Yup. This is the one used for the movie rifle.

    441525.jpg




    Jessica, Welcome aboard! Nice looking gas meter! My critique for this would be the top "cap" shouldn't have hard corners. The front "cap" has two nicely radiused corners which should be all four corners for the top piece. I love that you did everything, including the plastic tabs on the pipes.


    Heres my take for 41.

    Wires
    14974877123_f14a1aa858_o.png
  • commador
    Options
    Offline / Send Message
    commador polycounter lvl 14
    42 is up. Get at it!
  • Youngy798
    Options
    Offline / Send Message
    Youngy798 polycounter lvl 4
    Hey guys, here are some extra references if you want them :)

    Side 1:

    VORTEX-Ranger-1000-6x22-Rangefinder-VOR-RRF-101-Pic4.jpg

    Side 2:

    IMG_1522.JPG

    Also has some nice shadow detail for help with a normal map :D
  • Wulf
    Options
    Offline / Send Message
    Wulf polycounter lvl 7
    This is my take on the Week 41 Challenge. I found this piece to be particularly challenging as a whole. It turned out to be very good practice.

    Smooth
    Unsmooth
    Connector Piece
    LWiQgNG.png
  • Revel
    Options
    Offline / Send Message
    Revel interpolator
    Alright! I've been busy with learning MAXScript and all and finally can post my take on week#40 challenge!
    Currently just a very simple render on 3ds Max + 3 itterations of TSmooth + VRay with no GI;

    UC3DZW5.jpg

    And wires!

    LgsS7qa.jpg
  • Jessica Dinh
    Options
    Offline / Send Message
    Jessica Dinh polycounter lvl 10
    Oh thanks, commador!- yea I see what you mean about the top. Everyone's stuff is looking awesome this week :)
  • JGreentheRookie
    Options
    Offline / Send Message
    JGreentheRookie polycounter lvl 10
    So here is my late entry of the medpod. But better late then never :)

    vJEZFr1.png
  • Oniram
    Options
    Offline / Send Message
    Oniram polycounter lvl 16
    decided to get on this weekly thing and give it a go. took about a half hour during lunch to block this out. ill get to doing all the smoothing and such a little more each day. :)

    EwbIIiY.png
  • SsSandu_C
    Options
    Offline / Send Message
    SsSandu_C polycounter lvl 13
    modeled in nvil
    vortex_ranger_WHSC_sssandu_c_marmo.jpg~original
  • Finalhart
    Options
    Offline / Send Message
    Finalhart polycounter lvl 6
    I want to start doing these challenges when i have some time, give me about 4 weeks :)

    Just curious, if you are making a low poly model, do you use the non subdiv model version with clean edges? or make a low poly first and then the High poly from that?
  • AlexRodriguez
    Options
    Offline / Send Message
    AlexRodriguez polycounter lvl 6
    I typically make my High Poly or as I call it my Medium poly, which I use to blockout the shape/proportions than after that done go in and add the extra details. After I am done with that I save it out as my Med Poly and open it again and add my support loops (I have finner control than doing the double smooth and remove smooth method). This then gives me my finish piece, I run a turbo smooth/sub-d and save it out as my High.

    Then I take the Med Poly and remove edges and optimize it down, then I save it as my Low. I then UV the low. Typically once I finish the Med Poly which I dont add any support loops is when it pretty much done adding the support loops/retop for the low is done in a few hours. So yeah High Poly is mostly always first then make the low, unless your blocking out the whole model first then low poly to high would be sufficient (but even then you may start from scratch and use the blockout as a base)
  • JurassicPerk
    Options
    Offline / Send Message
    JurassicPerk polycounter lvl 6
    Hi guys, after months of silence, I decided to join again the "challenge".

    >> Wireframes <<

    week_42_beauty.jpg

    week_42_shaded.jpg
  • Finalhart
    Options
    Offline / Send Message
    Finalhart polycounter lvl 6
    Thanks Alex, going to try that method when i have time in this challenge :)
  • AlexRodriguez
    Options
    Offline / Send Message
    AlexRodriguez polycounter lvl 6
    @Jurrassic Man long time no see, you been gone for half a year I think it was that I seen you on polycount. I always loved seeing your work/renders. Looking very nice love the lighting

    @Finalhart Yeah it my own workflow, you can also use QuadDraw/Topogun to make any retop more organic pieces. But I always find it easier and faster to just do it from my Med Poly.
  • Oniram
    Options
    Offline / Send Message
    Oniram polycounter lvl 16
    finished this up this morning. fun little speed model.

    PKB2EL7.jpg
  • JurassicPerk
    Options
    Offline / Send Message
    JurassicPerk polycounter lvl 6
    Hey Alex! Yep, I've been away for half a year. I see you became quite a pro in the last six months: lots of improvement in your modeling skills :)
  • AlexRodriguez
    Options
    Offline / Send Message
    AlexRodriguez polycounter lvl 6
    Yeah I gotten really good at hard surface, I can model most hard surface props/real life objects (going for a hard surface specialist). I still have room for improvement especially building up my speed/model turn over, currently I am knocking out portfolio pieces so stopped doing the weekly (each piece I am going up in difficulty, then start doing smaller props to build up my speed near GDC).

    Just started working on texturing inside of Substance Designer so giving it 2-3 months before I start applying. Ill toss you message over skype sometime
  • commador
    Options
    Offline / Send Message
    commador polycounter lvl 14
    Good stuff! Nice job on the Range finder guys.

    For 43 lets venture into space. I found a cool image of the oxygen valves from a Soyuz capsule. I couldn't find any more detailed images of just the valve panel, and this one isn't the greatest, but it should do. As usual, get to it!
  • monkeymintaka
    Options
    Offline / Send Message
    monkeymintaka polycounter lvl 7
    Hey guys, here's my week 41.
    colour_01.jpg

    scw5go9-C-veB48v_T_MtTe8fXRY6PaOT_hzpr4FQFc=w1044-h500-no

    Wires
    wires closeups

    I love everyone's renders, that (and lighting) is something I need to work on.
    JurassicPerk that beauty shot is awesome, is that marmoset or a 3D package?
  • JurassicPerk
    Options
    Offline / Send Message
    JurassicPerk polycounter lvl 6
    JurassicPerk that beauty shot is awesome, is that marmoset or a 3D package?

    Thanks MonkeyMintaka :)

    Rendering was done with Vray. But in this case the package doesn't matter a lot. What matters is the HDR used to light the subject. I used HDR light studio: using that, you can "paint" the light exactly where you want it to fall on your objects.

    I've made a quick .gif showing what I'm talking about:
    week42_hdr_light.gif

    I highly suggest using it for product shots, it's a game changer when we talk about "precise" rendering.
  • monkeymintaka
    Options
    Offline / Send Message
    monkeymintaka polycounter lvl 7

    Rendering was done with Vray. But in this case the package doesn't matter a lot. What matters is the HDR used to light the subject. I used HDR light studio: using that, you can "paint" the light exactly where you want it to fall on your objects.

    Awesome,I've never even heard of HDR light studio. I had a look at some videos and it looks really cool. The only problem is I have a pretty old computer with a 32 bit system, so I'm not able to use any of the newer programs (like marmoset 2 or UE4 :( )until I can afford a new one. But I will try and download an earlier version to learn the basics.
  • commador
    Options
    Offline / Send Message
    commador polycounter lvl 14
    Quick go at 43. Soviet green!

    Wires

    15543367480_05651b0478_o.png
  • JurassicPerk
    Options
    Offline / Send Message
    JurassicPerk polycounter lvl 6
    Lovely entry, Commador! :)

    I've searched for some additional reference pic, uploaded them here: https://dl.dropboxusercontent.com/u/1264057/Repository/Polycount/Weekly/Res/week43_Soyuz_additional_references.zip
  • SsSandu_C
    Options
    Offline / Send Message
    SsSandu_C polycounter lvl 13
    commandor - Looking good!
    JurassicPerk - Nice refs! Thanks!
    my one hour model

    week_40_PHSC_sssandu_c.jpg~original
  • Tkail
    Options
    Offline / Send Message
    Commador your model looks awesome
    not sure if i want to post mine now but feedback is king
    presentation_2_by_tkail-d85w0lu.jpg
    presentation_1_by_tkail-d85w0lf.jpg
  • commador
    Options
    Offline / Send Message
    commador polycounter lvl 14
    Nice work everyone!

    JurassicPerk, Thanks for the additional images. I've added them to the entry on the first page.


    Tkail, is that a baked low poly? On the first image, your high poly mesh on the right looks pretty good, but the low poly isn't doing it justice. I would add more geometry and rebake to better capture your work. Also, be careful about your UV splits. There are some shading errors on the valve covers, and the bits they mount to. Since you decided to bake it, go all the way! Make this piece tell a story. It lives inside a Soyuz capsule, so it has surely seen some interesting adventures. :)

    Someone needs to beat me up about not getting this things up quick enough. So here is a bump for 44!
  • Anthony44
    Options
    Offline / Send Message
    I thought I would give this a go. I used to do a lot of Hard surface work. I used animator for base work (don't laugh please) I have never animated with it.

    Sculptris for the (Normal maps high poly work) sorry I didn't post (if you want i can. It was just textured work on the top
    psp, MBag. (all free soft) I always say don't blame your brush if you can't paint worth a ****
    I would have uploaded with artstation but .jpg format blows

    rangefinder_by_anthonymyers-d865080.png
    rangefinderwip_by_anthonymyers-d8650qu.png
    baserangefinder_by_anthonymyers-d865oar.png
1234579
Sign In or Register to comment.