Author : Lonewolf


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lizzzzz's Avatar
Old (#1)
Hi, I'm liz, and I'm using this thread to show some WIPs. Enjoy!
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Emil Mujanovic's Avatar
Old (#2)
Welcome to Polycount, lizzzzz.
Unfortunately none of your images are showing up (or did you not post any?).
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Sean VanGorder's Avatar
Old (#3)
If you do, make sure you use an image site like Imageshack or Photobucket to host them. Then just link it from there.
Available for full time and freelance work
Tweeeet
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JonathanF's Avatar
Old (#4)
no pictures... :/
Jonathan F. "Who is on the bus, is more important than where the bus is going." -Jim Collins

3DFAWCETT.COM

my RAGE Art Dump
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Moosey_G's Avatar
Old (#5)
I suggest you mess with the opacity a little.
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Saman's Avatar
Old (#6)
Quote:
Originally Posted by Moosey_G View Post
I suggest you mess with the opacity a little.
Heheheh.. Good one

Welcome to the board, Liz.
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achillesian's Avatar
Old (#7)
too much burn tool
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OldDog's Avatar
Old (#8)
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..
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Skamberin's Avatar
Old (#9)
Amazing rendition of the Higgs Boson!
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Moosey_G's Avatar
Old (#10)
Quote:
Originally Posted by Skamberin View Post
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."
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lizzzzz's Avatar
Old (#11)
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..
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raul's Avatar
Old (#12)
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.
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Jungsik's Avatar
Old (#13)
WELL from what im seeing it looks great ;D
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MattQ86's Avatar
Old (#14)
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.
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lizzzzz's Avatar
Old (#15)
yea, im gonna do a low poly of this model real soon
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Cap Hotkill's Avatar
Old (#16)
very nice Lizzz and welcome ;)
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lizzzzz's Avatar
Old (#17)
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:
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HAL's Avatar
Old (#18)
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
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stoofoo's Avatar
Old (#19)
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.
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lizzzzz's Avatar
Old (#20)
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.
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raul's Avatar
Old (#21)
the current texture, looks like a good starting point to start adding detail. liz u need to do more props!
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lizzzzz's Avatar
Old (#22)
OK time to start something new! This looks fun!
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Cojax's Avatar
Old (#23)
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.
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Jon Rush's Avatar
Old (#24)
I found another shot of the same phone... might help you out:

Lead Character Artist - BattleCry Studios (Bethesda)
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lizzzzz's Avatar
Old (#25)
awesome thank you so much! I'm ready to get down and dirty into some detail!
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