|
created Liz P
on 05-10-2010 09:30 PM
Hi, I'm liz, and I'm using this thread to show some WIPs. Enjoy!
|
, vertex,
29 Posts,
Join Date May 2010,
|
Welcome to Polycount, lizzzzz.
Unfortunately none of your images are showing up (or did you not post any?).
|
, veteran polycounter,
3,866 Posts,
Join Date Feb 2005,
Location Malmö, Sweden
|
If you do, make sure you use an image site like Imageshack or Photobucket to host them. Then just link it from there.
|
, Polycount.com Editor,
1,759 Posts,
Join Date May 2009,
Location Redwood City, CA
|
no pictures... :/
|
, triangle,
344 Posts,
Join Date Mar 2010,
Location North Dallas Texas
|
I suggest you mess with the opacity a little.
|
, polygon,
628 Posts,
Join Date Mar 2010,
Location Seattle, WA
|
Quote:
Originally Posted by Moosey_G
I suggest you mess with the opacity a little.
|
Heheheh.. Good one
Welcome to the board, Liz.
|
, polycounter,
1,129 Posts,
Join Date Apr 2010,
Location Sweden
|
too much burn tool
|
, dedicated polycounter,
1,687 Posts,
Join Date Sep 2009,
|
ahh yes that Casper character looks awesome ;)
p.s.: I see dead people O.o
Last edited by OldDog; 05-15-2010 at 05:52 PM..
|
, null,
7 Posts,
Join Date Mar 2010,
|
Amazing rendition of the Higgs Boson!
|
, dedicated polycounter,
1,493 Posts,
Join Date Mar 2010,
Location Norway
|
Quote:
Originally Posted by Skamberin
Amazing rendition of the Higgs Boson!
|
It exists I tell you!
Autocon: I grade everything in terms of how many Skittles I award to each game. Like uncharted 2 got 184 Skittles. I also award and factor in things like color and taste of the Skittles too making it a very robust and diverse grading system.
Vig: I'll close with, "If you made art half as well as you bitch, we would all be rich."
----------------------------------------------------------------------
|
, polygon,
628 Posts,
Join Date Mar 2010,
Location Seattle, WA
|
oh wow, ok im here now.
The Subject:
So now to make the Hi Poly Version:
*using maya 2009*
Here was my first go around with critiques made while polycount was being slow to activate my thread...:P

In addition to those critiques, I also skipped out on some detail on the wooden base.. >.>
<.<
So here was my second go at it.
Ok so issues with the wireframes..
Using two methods there, PolySmooth (up one subdivision) and then Maya Vector Render in the first sheet.
Disadvantage: Can't render smooth without going up one subdivision
Then the second method I used Maya's High Quality display, slapped on a surface shader, and screen captured it.
It's not really working for me.
Any suggestions of how to Render a high quality wireframe in maya without MayaVector?
Last edited by lizzzzz; 05-17-2010 at 01:54 PM..
|
, vertex,
29 Posts,
Join Date May 2010,
|
Hey! Welcome to polycount, liz!
ok now, no joking about her models not showing up. She is still waiting on her post to be approved.
|
, polygon,
664 Posts,
Join Date Mar 2009,
Location Dallas, TX
|
WELL from what im seeing it looks great ;D
|
, polycounter,
796 Posts,
Join Date Nov 2009,
|
The model looks great, are you going to do a low-poly bake?
Also, as far as wires on a render goes I generally use Multitool for my wireframe renders.
|
, dedicated polycounter,
1,361 Posts,
Join Date Apr 2009,
|
yea, im gonna do a low poly of this model real soon
|
, vertex,
29 Posts,
Join Date May 2010,
|
very nice Lizzz and welcome ;)
|
, polygon,
618 Posts,
Join Date Feb 2010,
Location Spain
|
AAH Ok so my first low poly ever...
First draft:
Checking the silhouette:
Having major issues around the speaker at this point:
Some pointers from raul, thanks raul!!
So at this point, I've spent a majority of my week trying to just get normal maps to work in general rather than working on my real maps.
I made sure that my speaker lined up perfectly with the high res mesh, but still even in my "final" go, it doesn't look quite right. I noticed that even without the normal map, the light didnt seem to be bouncing off consistently around the edges... so if anyone has any thoughts on that...
oh, and yea, I gave my color map an alpha channel for the record, and also tried hooking that up in the transparency, and it seemed to ignore me, here's my alpha if anyone can see something immediately wrong with it:
With all that said...
Here are some sheets:
Color:

|
, vertex,
29 Posts,
Join Date May 2010,
|
What I think what gives it the "not quite right look" is that your normal map looks really flat... looking at your highpoly model it seems like the floaters arent wideenough to get casted onto the normal map properly.
(exactly like it is described here http://wiki.polycount.com/Normal%20M...High-Poly_Mesh
|
, polygon,
670 Posts,
Join Date Nov 2008,
Location Germany
|
Your diffuse is fighting against your seemingly hard work on the high res. Give it some love or it just breaks it entirely. gradients are nice and all, but it doesnt look like you are attacking the color in any logical manner. Beat it up! Paint with a bit harder brush and commit some color variation in areas where its actually tarnished instead of soft gradient over the whole thing.
|
|
I totally agree about the gradient thing... lol looks very CG. The gradient could be a starting point for colors... but needs to be painted over.
|
, vertex,
29 Posts,
Join Date May 2010,
|
the current texture, looks like a good starting point to start adding detail. liz u need to do more props! 
|
, polygon,
664 Posts,
Join Date Mar 2009,
Location Dallas, TX
|
created NEW PROP!
on 03-29-2011 04:33 PM
OK time to start something new! This looks fun!

|
, vertex,
29 Posts,
Join Date May 2010,
|
You have a TON of wasted triangles at the end of the cylinder. You should be using more tri's to help your silhouette. If its not helping your silhouette then you should be doing more with less. 2924 is to high for an object that size. For an FPS at least.
|
, polygon,
609 Posts,
Join Date Nov 2006,
|
I found another shot of the same phone... might help you out:

|
|
awesome thank you so much! I'm ready to get down and dirty into some detail! 
|
, vertex,
29 Posts,
Join Date May 2010,
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Copyright 1998-2012 A. Risch
|